BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Wednesday, September 07, 2005

My Floor constraint was committed to the main Blender tree just the other day (thanks, Martin). This means that large-scale character animation just got a bit easier. While the character animation side of BlenderPeople will (hopefully) make tasks such as creating good walking animition for hundreds of characters at a time easier than it would be by hand, something like this will be a nice bonus when it comes to the cleanliness of the final animation.

Plus, it's something that people have been asking for for a long time, and I'm just glad that my meager c skills were enough to help out in this one little way.

Also, my opinion is that the first half of the character animation rewrite has been a great success, with the introduction of better armature visualization and tools, as well as new and better IK calculations, including rotation restrictions for bones within IK chains, and tree structures. It's going to make realistic animation so much quicker and easier than it had been (which, really, it wasn't). Seeing what the coders have done so far, I have no doubt that the refiguring of the Action and NLA tools will also be a quantum leap beyond what we had before.

posted by Roland  # 8:34 PM
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