BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Saturday, July 10, 2004

I've been very busy since my last post, almost a month ago. I do a lot of development on BP and the Blender source at work, while we're slow. We've been extremely busy this month, and my coworker is now on temporary active duty with the Air Force Reserve. And that means no free time at work.

I finally got some time to work on pinBone two nights ago and made some significant progress. I got the NLA panel GUI code back from Matt Ebb (thanks!), incorporating the pinBone field. I now have Blender able to extract the actual bone object given the NLA strip and the bone name. Left to due are bone matrix determination (the next step), and finally the application of the matrix during do_all_actions.

So it's moving, but slowly. I've found that I have to have something like a 3 hour block in order to get anything really done. I can't just grab an hour here and there.

I've also been experimenting with an Aqsis/RIB-aware version of Tuhopuu. The export works well, and I believe that once I learn to tweak the rendering and lighting parameters properly, that I'll be able to get some nice looking outputs. My eventual goal would be to have BlenderPeople's final full-on character animated demo video be rendered with a high-quality Renderman compliant renderer, with tranformational motion blur and DOF.

posted by Roland  # 6:38 AM
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