[Bf-committers] re: Animation Baking Take II
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.
More information about the Bf-committers