BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Tuesday, July 11, 2006

Video of Character Animation 

Bad things about this video:

1. I don't like the way the mesh's skin and eyes render under animation style lighting conditions. Need to tweak.

2. Wrists twist oddly. Need to tweak skinning on the new rig.

3. Legs sometimes push through chainmail skirt. More skinning tweaks.

This video shows the rig and mesh that'll "ship" with BlenderPeople, as well as some of the awesome character Actions create by Donald Kim. This was done by simply adding his Actions to NLA, then turning on MatchBone so there was no skating between actions.

The Actions were added by hand in this case, but (I'm hoping that) doing it in a automated fashion is fairly trivial.

For the last couple of weeks, I've been working on refining autolocomotion and getting it integrated into the BP workflow. There are STILL some bugs to kick out of the autowalking stuff, which is why I haven't put up any videos of it in action. Mostly, it's just playing around with the best velocities to switch between walking and running, and a better transition between the two. Now that I have a final rig (confirmed by the good character animation), I can finalize a walk and run cycle and really squash those bugs.

Oh, the video (7MB Quicktime).

posted by Roland  # 11:52 AM
That's awesome, I can't wait to see a few of these guys running around and going at it! Lord of the Rings will have nothing on us now :-P
Great stuff. I have been watching this blog for ages now. Coolest animation I have seen yet. Keep up the fantastic work! Cannot wait to try it myself. Beeckie68
Hi there,

I have been looking for a free AI agent software (or plug-in) for a while. I have used some C++ based, but found the running and outputs to be very hard to understand. Now having it implemented into a 3D program makes it easier.
So I decided to write you, this is the situation: me and a group of friends are starting an architecture office and we are a big fan of AI simulations, you can check out some of our work on the link bellow (website needs update). We are really interested in using Blender People for our next projects but we have been encountering difficulties on running the software under Blender 2.4. Furthermore we would like to know if its possible you could gives some advice on your agent's structure, so that their outputs can be more then just visual effects (for games or movies) and that in fact, these outputs can be used to reflect real-life situations. It would be also interesting if the software could learn from experience.
Let me know what you think.
Hope to hear from you soon.
Fabiano Friedrich

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