[Bf-committers] re: Animation Baking Take II

Michael Crawford psyborgue at mac.com
Tue May 8 22:30:04 CEST 2007

On May 8, 2007, at 10:43 AM, Roland Hess wrote:

>> I think we should really look at what our basic keyframe needs are  
>> and what
>> we have got. My major problem
>> character Animating in blender is the Quaternion Rotation IPO's which
>> Blender got with the new Armatures
>> a few years back. ... At the moment you have the 4 quaternion  
>> curves to
>> fight with, which do a great job of
>> quashing gimbals, but are hell on earth when you want to tweak  
>> that foot
>> strike or sharpen that kick-off.

It's also confusing as heck to set rotation limits on IK in euler  
when internally it's using Quats.  Could there be an option to use  
euler for certain bones/limbs?  A sort of hybrid armature?

Perhaps we should be talking about this on the Funboard.

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