BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Thursday, April 15, 2004

Okay, update time...
I've been training in Boston this week on some new stuff (unrelated), and I had some time to code. The interface is now done for selecting and modifying stats of individual actors, as well as adding and modifying actor types.

AI command is on hold at the moment. The grunt work is done, but I'm going to tackle NLA first. Whenever I'm hot for a project, and I try to do something else, it just doesn't get my best effort. Right now, I can feel that I'm hot to do the NLA module for Python, with BlenderPeople as it's first test bed. So, after this weekend, I'll be starting that. This means that active development on BlenderPeople will hang until it's done. I might kick it in two weeks (HA!), or it might take several months. In any case, it won't be easy.

Next week, I'll put up a 0.5 release that has the GUI elements and ability to access/modify actor and type info.

In the mean time, I encourage you to check out the following animation:
http://www.kaydara.com/products/affiliateProducts/aiimplant_demo/crowdRunning5000.mp4

It's Kaydara's demo file of crowd sim, called AI.Implant. Their MotionBuilder stuff for individual character anim seems to pretty much rule, but... well, am I crazy, or is this just not that good? I mean, yeah, it's characters, but the gross motion is unconvincing. And that's seen as a premier product in the industry. Hmmmm. I think my gross motion looks better. Of course, they might not be putting their best foot forward, but I certainly would be. Oh well.

Also, I've been watching demos and workflows of other character animation systems, and I will be making proposals to TPTB for some badly needed (but hopefully simple) enhancements to Blender's character anim toolkit.

Later.

posted by Roland  # 3:49 PM

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