BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Thursday, April 15, 2004

The generated motion is stored in IPOs. Once it's generated, you can do whatever you want with it... add actors that are keyframed by hand, remove actors that do really stupid things, etc. So, you can test your lighting, find good camera angles and do anything once the motion is recorded. And as I've said motion generation is pretty fast. Don't like the way things played out this time? Duplicate your Blender file in case you change your mind, then run it again. If you'll be changing camera angles, you could use snippets from different sim results.

Once you have good motion, then the second stage of the script suite kicks in (which is not written yet). You replace your dummy objects with character rigs, which will follow the IPOs. It uses an "action log" that is generated in the motion stage (it's actually a mySql database, with a full log for each actor) to assign appropriate NLA information to character rigs, based on what they are doing and how fast they are doing it.

Currently, there is no NLA access through the Python API. I fixed the IPO recording bug in the cvs for this project, and if I have to, I'll write the NLA module myself. Hopefully someone else will get to it before me, though.

Cheers!

posted by Roland  # 3:41 PM

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