[Bf-committers] Proposal for Animation Actuators in BGE for Blender 2.50
aligorith at gmail.com
Wed Jun 9 05:41:29 CEST 2010
Some thoughts about this:
* +1 for doing away with several different actuators. Having a single
one is probably enough :)
* Why the need for "armature" and "shapekey" modes still? I can
understand a potential reason for having the shapekey one, but why a
separate one for bones? Does the GE really need such different
* Action Groups can be used for specific optimisations (i.e. only
evaluating certain sets of F-Curves). However, remember to make these
known well, since not everybody will use the default keyingsets and
the grouping that those impose.
On Tue, Jun 8, 2010 at 3:26 PM, Dalai Felinto <dfelinto at gmail.com> wrote:
> Hi there,
> Campbell asked me to give some thought on how to adjust the animation
> actuators for the new animation system in Blender 2.50.
> I think it's a good opportunity to enhance the current system and I
> hope this is something Jörg can work in his GSOC project.
> Therefore this is my humble contribution:
> I would love to hear feedback on that. (and if the wiki formatting is
> too bad well I can look at that later).
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