[Robotics] Python control of armature in the GE
Florian Lier
blender at icram.de
Wed Sep 9 11:00:13 CEST 2009
Hey,
Benoit EXCELLET work - currently I'm about to finish my master thesis -
in the "old fashioned" way.
I wish I'd the time to test your build...MAYBE I can find some time, if
so I'll let you know directly!
Cheers, Florian
Benoit Bolsee wrote:
> Hi,
>
> I have added support for controlling armatures through Python in the
> GE. This is provided through the new proxy class BL_ArmatureChannel
> that corresponds to the pose channel structure. Most attributes match
> directly the Blender bPoseChannel structure but I added a
> 'joint_rotation' attribute that gives direct access to joint angles.
> You can use this attribute to set the joint angles from external data
> or your own calculation and the armature will move according to it. If
> the armature is controlled by IK, you can read the joint angles
> computed by the algorithm. Full details is provided in the BPY
> documentation included in the packages below. Download them if you
> want to know more about it.
>
> Other fix in this build is correct matrix operation with MathUtils:
> http://lists.blender.org/pipermail/bf-blender-cvs/2009-September/022245.html
>
> For those who want to experiment, I made two builds on graphicall:
>
> Linux:
> http://graphicall.org/builds/builds/showbuild.php?action=show&id=1082
> <http://graphicall.org/builds/builds/showbuild.php?action=show&id=1082>
> Windows:
> http://graphicall.org/builds/builds/showbuild.php?action=show&id=1080
> <http://graphicall.org/builds/builds/showbuild.php?action=show&id=1080>
>
> If your system is not in this list, you can check out the itasc branch
> and compile. For those interested in the implementation, look at
> the BL_ArmatureChannel.cpp module in source/gameengine/converter. If
> you have some ideas to extend the API, you are welcome to make your
> own additions and send me the diff, I will review and commit them to SVN.
>
> The itasc branch will be merged with 2.5 in the coming days, it would
> be nice to get some feedback before I start the merge.
>
> /benoit.
>
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