[Bf-committers] SOC Idea -- Animation/Rigging
Ton Roosendaal
ton at blender.org
Mon Mar 19 20:54:30 CET 2007
Hi,
All of your topics are valid and interesting, but they're spread all
over the code, with a lot of dependencies to other parts of Blender.
For a succesful GSOC project it might work much better to find
something more isolated. Especially if you did not code for Blender
before...
My advise; start getting involved in the below topics anyway, but not
via the GSOC. :)
-Ton-
On 18 Mar, 2007, at 23:14, Aaron Moore wrote:
> Hello Developers,
>
> I am a junior in computer science and I have no experience coding for
> blender at this point, thought I've been using blender for 7 years.
> First, does my total lack of blender coding experience bar me from
> involvement in summer of code? I thought that part of the idea was to
> break into open source development... anyway, my idea:
>
> In my time using blender I've seen a lot of amazing stills but not a
> lot of amazing animation. Part of this is that rigging and animation
> require a few levels more knowledge than creating stills does, and
> most blender users are amateur artists. Not many people currently use
> blender for animation. I think this situation could be improved if the
> animation work flow was made more functional and intuitive.
>
> Here are the problems I've encountered:
> - The IPO window does not allow the viewing of multiple
> object/materials/etc.
> - The NLA system does not support the animation of non-armatures
> (objects/materials/etc).
> - The lack of a dope sheet editor (though Cessen is currently
> working on this)
> - Some pitfalls which hinder the creation of a high quality rig.
> (this is particularly important because animation is significantly
> hindered by the lack of a quality rig)
> + The lack of ability to have elbow/knee targets for IK chains.
> + Lack of ability to do setup systems of drivers with
> dependencies,
> 1. either through the current ipo driver system because it
> doesn't support dependency relationships, or
> 2. through the script window because it lacks a event
> listener that fires before the window updates, rather than after. (If
> such an event listener existed, it would enable complex rigging to be
> done through the script window.)
> - Lack of support for multiple armatures to control a single object.
>
> I would like to improve the efficiency of the work flow of the
> animation system. Does it sound like there is enough work there to put
> together a good proposal? Are these changes that other people want as
> well? Is anyone already working on this stuff?
>
> -- Aaron Moore
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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