[Bf-funboard] Empties in the bone hierarchy
moraesjunior at gmail.com
Mon Mar 30 16:49:48 CEST 2009
May be the solution here is so close then you imagine: Presets! Like the
empties have some preseted shapes, bones could have it too.
Presets! But more than that: another thing is in development (almost in our
hands) to we have our own RIG presets is Etch a Ton. I think it will save
more time then ever and anything! Presets Rig Libraries. 'Cause you can set
your arm rig, for example, with your favorite shapes controls and bone
deforms ONCE, and easily apply to a new character! Only needs to set right
the bones weight and may be shape keys deform corrections.
Everyone here wants to see a better Blender, for sure. Thats why I thing is
valid your concern. Questions like that makes us think about the way we can
blend and it doesn't need to be the same like the biggers,[emotion=on] but
it could be better. I have a dream [big pause]... and all that free speeches
from the blender nation and the amazing organization and moderation from the
lidership will make 2.50 come true!!
Thank you all! Thank you!!! For president, vote MangoJambo!!! lol
Moraes Junior - aka mangojambo
3D Artist Animator
2009/3/30 joe <joeedh at gmail.com>
> Bone shapes are not a time problem, which any serious rigger will tell
> you. Rigging isn't magically easier just because you can have
> object/bones mixed, either. Rigging is an inherently difficult
> problem, but the workarounds related to mixed objects/bones tend to be
> fairly easy, and not that slow to do.
> On Mon, Mar 30, 2009 at 6:23 AM, David Bryant <aceone at bellsouth.net>
> > When you are working in a pro studio enviroment, time is money so any
> > you save is time to meet your deadline and less money squandered on paid
> > lost manhours.So, most pro rig rig controls use simple controls (boxes,
> > circles,crosses,spheres). Secondly, non armature controls makes the rig
> > "cleaner" for the animator to be able pose effectively.The less you have
> > "hide"on a rig represents less package computation thus faster graphical
> > response.In Blender, you have to designate which shape you would like the
> > bone to take by calling forth an object, cause the bone to draw the
> > (which has to already exist somewhere in your .blend file) and hide the
> > object that the bone is going to look like (that has to exist but is
> > nothing but existing)and use the bone that looks tlike the original
> > anyway.
> This really isn't a problem in practice. Rigs in other apps have
> "hidden" portions too; all production rigs do. Besides, whether you
> use objects or bones, it's the same computational complexity, I don't
> get this idea of it being more responsive.
> > Imagine 6 characters with complex rigs with bones that look like
> > they're representing with the original objects just "exisiting" in the
> > .blend file when all that had to be done is to be able to use the
> > object anyway.You have objects in your files doing nothing but they have
> > be there "hiding" because if they didn't exist you would have no icons
> > because the bones would have nothing to "look like".
> Again, this is not a problem in practice. It's also something that'd
> be better solved by allowing use of the empty shapes with bones. It's
> definitely not a time sink in any way.
> > Other packages don't have pose mode either.So there are no objects that
> > can't be used in their versions of the action editor.Try using the action
> > editor and try to adjust timing with an empty or non bone in concert with
> > your rig (using bones)in pose mode.You simply can't because it's not an
> > intergrated part of your rig.So, now you have to use workarounds that
> > more time.That's why you need bone heirarchy with objects in Blender.
> Well, this does work in 2.5.
> > If you're a hobbyist, you have all day to do these things.If you make
> > money by rigging and animating, and have to meet deadlines, every step
> > is a plus.The less you have to "hide" on a rig, is less you have to
> > to keep track of and in a pro setting, the less the animator has to
> > with to break your rigs.
> This isn't true. As I've said many times, these problems you're
> discussing don't exist. I'm a fair rigger myself, and I have plenty
> of experience with this. And the time you spend solving these
> problems is like 1% of total rig time. Besides, you always have to
> hide something, all good rigs work that way, in all apps.
> And animators should *never* tamper with rigs, ever. That's why you
> hire TDs. Rigging is simply too complicated for casual tampering with
> it. If something breaks, you have your TD fix it. You should never
> expect your animators too, unless their doubling as TDs.
> Bf-funboard mailing list
> Bf-funboard at blender.org
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-funboard