[Bf-funboard] Euler for animator,
Quaternions for Blender ! (I Second that)
Bassam Kurdali
bkurdali at freefactory.org
Thu May 10 05:30:43 CEST 2007
in my recollection, animation master allowed selection between multiple
curve types for display ( quats, eulers, axis angle maybe or spherical)
and independently for interpolation.. so you could select euler
editing/display and quaternion interpolation. Don't quiz me on how this
works though- I don't think that quat to euler is one to one, so I've no
idea how am or other apps handle it internally.
>
> Following up a discussion in Comitters list:
>
> I also found myself struggling with Quaternions when
> retouching
> animation and agree that having a more understandable
> interface for
>
> animators (let's say, using Eulers instead) and let Blender to
> manage
> internally Quaternions would be a great improvement in
> workflow.
>
> Hi malefico,
>
> I totally agree, I took this up as you mentioned in the "C
> omitters list" answering
> a post by Roland Hess.
>
> I paste in the relevant stuff:
>
> 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. I live in Curve editors when I am at work,
> it is one of the most important areas in 3d Animation
> but one I think really needs some work in blender. Most other
> programs I use have quaternions running in the
> background and Euler curves for the Animator to work with,
> this I think is the most important change
> needed at the moment. 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.
>
> I really think this is a very important issue and one that if it can
> be sorted out will be a great step the the right direction
> for the Animation system.
> Does anyone know what level of re-coding this would involve? Down and
> dirty in the core animation code? Or a quick tweak?
>
>
> -- nozzy
> ________________
>
> Robert Ives
> Character Animator
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