[Bf-committers] some notes about new armatures
Ton Roosendaal
ton at blender.org
Wed Oct 12 11:50:34 CEST 2005
Hi,
I've just found one lagging bug, related to converting armatures to new
armatures. It seems that some 2.38 saved files don't get a proper
signal to create the DAG for poses.
If it happens, check if the problem goes away with a TAB-TAB command.
-Ton-
On 12 Oct, 2005, at 11:22, Ton Roosendaal wrote:
> Hi,
>
>> in MHO the refactoring of the animation system is really good,but
>> there are some minor issues.
>> The new dag seems not to work correctly with constraint.I try a
>> strechy arm setup for a rig and there is some lag (the same thing
>> happens if I mix ipodrivers(great feature,thank you Ton) and python
>> to control objects transformations.
>
> Python has not been 'dagged' yet fully, so that I cannot speak of. For
> the rest, the Constraints and Drivers should all work without lag.
>
> For setting up correct and solvable dependencies, you have to keep
> these rules in mind;
>
> 1- Cyclic dependencies are not solved at the moment. One reason is
> because I know it can be often bypassed quite simple by artists, the
> other is to really get a full understanding of what kind of (useful)
> cyclic issues we need to solve.
> The current system is based on a very strict "calculate everything
> only once" rule, which ensures a predictable cpu overhead (instead of
> exponentially). I don't intend to sacrificy that, although on a
> 'render' command, we could calculate everything twice to get rid of
> lagging caused by cycles.
>
> 2- There are two DAG systems now, one for the Scene (object
> relations), and one for each Pose (bone relations). The Scene DAG also
> has all relations from Objects to Bones and viceversa.
> However, you cannot expect dependencies to work mixed then, meaning: a
> Bone changes an Object, which changes a Bone in the same Pose again.
> All relations within the entire Pose should fit in the Scene level
> DAG.
>
> Further I am extremely interested in seeing good demo files (even when
> very complex) of character rigs that have issues with lagging, that
> way I can get a good reference suite to test further improvements
> with.
> If you have lagging Poses, and they're not violating the above rules,
> please post it in the bug tracker!
>
>> Another problem(in MHO a big problem)is the difference between
>> rest pose and animation pose.The 2 things should be related in some
>> way,I was able to replicate an ikhandle setup(speaking in maya
>> therminology) with the follow path constraint,but the skinning is
>> done in rest pose and there is no way to syncronize it( except
>> manually) with the animation constrainted pose,a function that can
>> transform the rest pose into the pose created by
>> the constraints could be very important for setups(I'm not a coder,I
>> can't resolve the problem myself).
>
> Uuuh... I really don't understand this. It would help if you refer to
> the article I wrote about Armatures/Pose though;
> http://www.blender.org/cms/How_Armatures_work.634.0.html
>
> The 'rest pose' doesn't really exist, it is the armature itself (what
> you edit in editmode). All deformations - of course - are based on
> changes with respect to this initial setup (that's what we call Pose).
> There's no difference between "poses" or "animation poses", it's
> really the same stuff.
>
>> Sorry if this is not the right place to speak about this,but it seems
>> to me that really few people tries medium-advanced setup in blender
>> and, as a consequence, some problems arising only in extreme
>> situations cannot be found and analyzed.
>
> Reviewing current development is fine on this list. :) What we rather
> not do here is endless discussions on feature requests, especially
> when no developer is working on that.
>
> I also work almost daily with the animators in the Orange Studio,
> they're very picky too, so you can bet they will kick me when I talk
> nonsense. :P
>
> Thanks,
>
> -Ton-
>
> -----------------------------------------------------------------------
> ---
> Ton Roosendaal Blender Foundation ton at blender.org
> http://www.blender.org
>
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>
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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