[Bf-funboard] Feature proposal

Nathan Vegdahl cessen at cessen.com
Mon Apr 6 03:23:05 CEST 2009


So you're talking about something like this?

http://www.youtube.com/watch?v=8CbbSQUYe84

This is definitely something that--if it's done--should be done as a
script/plugin, not as a hard-coded feature.

As far as I can tell it's just mixing between different pre-animated
walks, and I don't think it makes sense to include walk cycles in
Blender.  Blender should provide tools, not content, IMO.  Content can
always be downloaded separately, so there's no reason to include it
directly in Blender.

--Nathan V

On Sat, Apr 4, 2009 at 11:07 PM, Roger <hovergo at net-tech.com.au> wrote:
> 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.
> Roger
>
> joe wrote:
>> 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.
>>
>> Joe
>>
>> 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
>>> attached.
>>> There's probably  3 or 4 basis life form mesh types.
>>> Bodies.
>>> 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.
>>> Roger
>>>
>>>
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>
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