BlenderPeople Development

Tracking the development of the BlenderPeople script suite.

Friday, May 28, 2004

Floor Constraint - Done

I just accomplished one of the three source goals that I stated in the 0.6 docs: Floor constraint.

It's a new constraint type that will not allow the constrained object or bone below that target object. And you know what that means, character animators: your feet will not be going through the floor anymore!

I'm just waiting for some help on how to properly create a patch file so I can get this into CVS.

posted by Roland  # 6:53 AM (0) comments

Friday, May 14, 2004

Blender People 0.6 is your to play with.

See the main Blender People page at http://www.harkyman.com/bp.html. Marvel at the new order types, the vertex Ground painting object avoidance, the new little robot guy, the snazzy banner, and minute long video in which the red team attacks the blue team's Stonehenge rave and dances upon their graves after their destruction. Or something like that. Someday.

posted by Roland  # 10:53 AM (0) comments

Thursday, May 13, 2004

Blender People 0.6 one day from release. I'm going to be offline next week (I might look in once a day - maybe), so you will have that time to play around with it and bang out any bugs.

If you want a preview of the few new things, you can download the new Doc file here:
http://www.harkyman.com/BlenderPeople.0.6.pdf

A video of the new Mill order and Actors avoiding a column via vert painted ground can be seen here (as well as the new Blender People standin - the cones are gone! It's a little hovering robot dude now.):
http://www.harkyman.com/compmill.avi

The code and app are finished and ready to go - I'm just making a sample animation showing new features tonight. I'll put up the 0.6 release on Friday.

posted by Roland  # 8:18 AM (0) comments

Monday, May 03, 2004

Obstacle avoidance/path attraction via vertex painting the Ground mesh now works! I'm going to run some simulations tonight and set something to render for in the morning.

Basically, it works like this:

You vertex paint the Ground mesh, using the red channel. Green and blue are currently ignored, but maybe someone can think of a future use for them. A face with black (0 red) on all four of it's vertices should be impenetrable. Actors will also tend to flock to "paths" painted in full red (1) on a duller background. The demo should look pretty cool.

I'll post a demo video first, then follow it up with new docs and a release.

posted by Roland  # 7:36 PM

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