[Bf-funboard] Feature proposal
hovergo at net-tech.com.au
Tue Apr 7 06:51:27 CEST 2009
Excellent Roland, however why not call scripts 'Blender_Tools'.
Roland Hess wrote:
> This is something that I've actually spent a lot of time thinking about,
> researching and even developing in my past work on BlenderPeople.
> What most systems like this do is not so much to blend between different
> pre-built walk-cycles, as to paramaterize the process. The walking
> motion is generated via algorithm, based on the parameters set in the
> control panel. You get real-time feedback in the preview window. Of
> course, this means that the walk system only works with a single
> armature -- the parameter system and algorithms are developed around it.
> It really is great for:
> - Quickly creating lots of walking characters;
> - Creating a basis for hero character motion. You want a system that can
> generate decent walks, then bake that into live animation data that you
> can tweak or build on for hero-level animation.
> This IS possible in Blender, but I think we would be better served to
> create a slightly more flexible system that won't tie animators to a
> single "approved" armature. Ideally, we want to have a system where you
> can simply point to your armature and designate which bones are the
> controls for feet, hands, pelvis, hips, etc.; set your walk parameters
> with an interactive preview; key your armature along the course you want
> the character to walk; then have it create the walk. This is do-able,
> and as it's a kind of mini-application, it should really be a script.
> Although I hate the term script for such things. It makes them seem
> rinky-dink, when in fact they aren't. Why not let's start calling stuff
> like this a "Plug In"?
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