[Bf-funboard] feature requests: beta 12a

Ton Roosendaal bf-funboard@blender.org
Mon, 23 Jun 2003 12:05:58 +0200


Hi Car,

This is not for this mailing list. Post it to the committers list  
instead. There's at least one person (Hos) actively working on  
armatures. The IK coder (Lozar) is there as well.

-Ton-


On Monday, Jun 23, 2003, at 03:33 Europe/Amsterdam, car wrote:

> feature requests: beta 12.
>
> Please pretty please fix the bugs. No more features just fix the bugs.  
> The major bugs.
>
> My list .
>
> Painting. I love painting on the mesh, feels like teddy3D, or his game  
> that came out where you get
> to draw a monster just from a doodle, and paint right on it.   
> Fuuuunnnn !!!!^v
> But alas this engine is to slow for blender. I guess the redraw code  
> is the culprit.
>
> The armatures. As said before. To many ik constraints kill it in speed  
> slow down. Put two or more rigged
> characters in and poof, instant snail. Nothing fixes it. Low mesh ,  
> wireframe , nothing. Except this. But it
> is to hard to reproduce. If you have two window 3d views. And pose a  
> rig in a view that can see all of
> the model, in the other view you can only see some of the model, when  
> the zoomed in window gets
> bugged out it stops redrawing the movement and then the armature  
> speeds up greatly.
> File attached.
>
>
> This computer has run several other far more powerful 3D programs  
> before without a hitch. So it just shows
> that blender has a few bugs still. It is common.
>
> Last one. Do not get rid of the game engine. Try to incorporate it in  
> to the animation engine.
> Like the press keyboard button for armature action. Or other stuff.
> What is the difference between the game engine and blender. Besides  
> Physics.
>
> There are others but that is what would be power cool.
>
> Yes I am learning this code thing, but HA! it will be several more  
> months before I know what the
> hell " void enter_posemode(void)
> {	
> 	if (ob->id.lib){
> 		error ("Can't pose libdata");
> 		return;
> 	}
>
> 	switch (ob->type){
> 	case OB_ARMATURE:
> 		arm= get_armature(ob);
> 		if( arm==0 ) return;
> 		G.obpose= ob;
> 		/*		make_poseMesh();	*/
> 		allqueue(REDRAWVIEW3D, 0);
> 		break;
> 	default:
> 		return;
> 	}
>
> 	if (G.obedit) exit_editmode(1);
> 	G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT |  
> G_WEIGHTPAINT);
> "
>
> means.  ... I can see  that it is armature something....
>
> ^v^ this went to long..
>
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>
------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton@blender.org  
http://www.blender.org