[Bf-funboard] Empties in the bone hierarchy
Roland Hess
rolandh at reed-witting.com
Mon Mar 30 13:59:23 CEST 2009
I really don't see how rolling Empties into the bone hierarchy gains you
a thing. From a development standpoint, stuff like this is looked at not
from the perspective "I don't like how this works -- I'll put this in
here and rearrange that and add this" but "What is the underlying problem?"
In this case, is it that you find rigging with bones tedious because of
a limited set of quickly accessible draw types? If that's the case, is
it even a good idea to add a bunch of extra draw types (or even use the
Empty draw types)? How widespread and useful would this be? Would this
be the better approach, or is it trivial to create for yourself a small
set of reference objects that are linked into your .b.blend for access
with the current way of doing things? Or to even include such a tiny
addition into the default .b.blend?
I haven't really thought about the issue, so I'm not sure which of these
would end up being the best solution to the problem, but as someone who
is familiar with the character animation code, I can tell you that
rolling Empties into the Armature code is NOT the way to go.
If the issue is one of functionality, not just looks, then what Fweeb
(who is too modest) suggested is the correct way to go. Take a look at
what object-level animation functionality is missing from bones, and, if
appropriate and useful, add that to the bone functionality (hooks, curve
control, force fields, etc.). Also, with the Dope Sheet in 2.5, if you
choose to use Empties for control objects on your characters, you'll be
able to do so and see everything in an Action Editor-style screen.
Roland
harkyman
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