[Bf-committers] Re: Bf-committers Digest, Vol 27, Issue 15
rolandh at reed-witting.com
Mon Oct 16 13:41:29 CEST 2006
Erwin -- one of my hopes for the NLA is that it can be used in the
future to address more generic animation information than Actions. It
really wouldn't be that hard, as all NLA does is to query poses and
positions from actions at specific frames. There is no reason NLA
couldn't query some other type of animation structure for the same
My point is that things like physics simulation (ragdoll!) could be
interfaced via the NLA. Want your sim to start on frame 120 and run
for 300 frames? Add a Ragdoll NLA strip that covers those frames.
That way, you have a clear system for inputs (preceding animation
from NLA), as well as outputs (the NLA display system already takes
care of it). NLA N-key panel could also become context-aware to
display sim controls for the type of strip selected.
> So first I plan to develop a generic C-API for Bullet (that allows
> future binding of ODE, PhysX rigidbody dynamics too), and look into
> some UI that allows to assign rigid body constraints (perhaps
> turning an armature into a 'ragdoll'), export/import those
> constraints using
> COLLADA, and bake/integrate the Bullet simulation in a better way
> requiring running the game engine). This is enough to keep me busy.
> Hope this clarifies things a bit,
Roland Hess - harkyman
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