[Bf-python] Re: Fwd: Ogre exporter and Blender
Toni Alatalo
antont at kyperjokki.fi
Thu Dec 29 11:01:19 CET 2005
On Thursday 29 December 2005 09:07, you wrote:
> Hi here is some feedback on the animation API from the Ogre exporter
thanks for posting, i think the bf-python list is the place for this though so
am taking the liberty to reply there.
> From: Michael Reimpell <M.Reimpell at ..>
> It would be very nice to have BPy access to the pose_mat matrix of
> bPoseChannel. A typical export of ik/constrained armature animation is to
iirc Joseph has this now?
> sample these matrices over a keyframe range. This is the only robust and
> feature save way to export constrained animations without bothering the
> artist to bake the animation himself after every little tweak.
also the baking is still in the works.. we still need it urgently for
animating at Orange, and may have a solution now, but that's why i also made
some api for that .. and surely what Joseph has made allows it more
> I'm still evaluating support for shape animations. Although the keys
> themself are available through Blender.NMesh.getKey(), I couldn't figure
the new Key module has something too.. the shape-key using lipsync scripts
needed the new things there,
http://www.blender.org/documentation/240PythonDoc/Key-module.html
> out how to access action stripes via BPy yet. Also, I haven't found a way
so you wish to export NLA-made animations to ogre too? with the baking there
should be soon the capability to bake NLA to a single action, which i figure
is needed with games,
but would the Ogre animation system somehow support exported NLA data too :o
i looked at the Strip struct recently with py in mind, and the NLA api has
been in the talks, but waiting a little bit with Ton's work to settle down on
it .. like we just before christmas got the new path system that supports
having several actions on a single path, and getting that required changing
the NLA architecture iirc .. changing how striding is there
i guess now is a good time to work on the NLA api, so feel free anyone .. i
may if orange needs it, but is not in todo now.
> If the game engine supports armature animation again, It would be nice to
> have access to Action Actuators from BPy.
i suppose we get the same (quite good, i've found!) level of support that used
to be there.
> and only useful to very few Blender users. The only thing that could be
> useful to others are the gui classes of the vertex animation exporter:
> http://www-public.tu-bs.de:8080/~y0007777/Ogre3D/preview-latest.tar.gz
i think we should put some kind of Blender.UI module to bpymodules in
bf-blender, synthesizing work from different script such as this.
also i hope we get a export/import architecture, perhaps with base classes
and/or utility functions commonly needed.
> Michael
just quick 2cents..
~Toni
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