[Bf-funboard] Feature proposal
hovergo at net-tech.com.au
Sun Apr 5 08:07:28 CEST 2009
Thanks Joe, however may I suggest having a look at how Poser7 works with walk
cycles, they have a very basic dialog box where you can select the type of walk
on several different slider bars.
> I'm not sure this is such a good idea as an official feature in the
> core code. It'd be great as a script. Something that simply
> autogenerates the key poses for you (contact, down, pass, up, contact)
> would be best, I think. You don't really want a polished basic walk,
> so much as a framework (and even that would only be useful in more
> realistic applications, since once you get into the cartoon realm you
> have personality walks, which have quite a bit of variation and go
> outside the framework of a basic walk).
> Also, having it as a script might be considered more "legitimate". .
> .I suspect having a feature like that internally would hurt our
> credibility with serious artists.
> On Thu, Apr 2, 2009 at 4:59 PM, Roger <hovergo at net-tech.com.au> wrote:
>> Have no idea if this is feasible however, if bones and armatures can be
>> automatically applied to a mesh via software, could automatic walk cycle also be
>> There's probably 3 or 4 basis life form mesh types.
>> Legs and arms, etc.
>> Fins and tails.
>> Levers and pulleys.
>> Things like mouth, eyes and finer details are not included in this assumption.
>> Also there seems to be only a few different walk/movement cycles (for want of a
>> better term) that I can find,
>> biped/ quadripedal movement of legs, feet, arms and hands,
>> swimming / fins / tails for aquatic meshes,
>> mechanical rigging
>> cyclic as with tank tracks, belts and pulleys, etc.
>> There are of course infinite variations on these but if the basics can be
>> automatically applied to an armature/bone set it could reduce animation workload.
>> Bf-funboard mailing list
>> Bf-funboard at blender.org
> Bf-funboard mailing list
> Bf-funboard at blender.org
More information about the Bf-funboard