Constraints

Animation tools, character animation, non linear animation

Moderators: jesterKing, stiv

myfish
Posts: 8
Joined: Fri Sep 26, 2003 9:01 pm

Constraints

Postby myfish » Fri Aug 19, 2005 8:19 pm

I've had a good look around the forum, and i'm using blender now with the prospect of animation.

Anyway, for reasons i won't go into...

I would like a list of proposed constraints for blender.

I see from the wiki, that a re-code is on-hold.

would like to see roll-handles on the bones and

constraints

roll-like
aim-roll-at
orient-like
recoil-to/from

etc, etc

also a boolean logic set, or proximity constraints

roll-like "target" if/or/and/etc

some i find very useful in animation master, others i can only dream of.

the target physics would behave like

aim-at "target" if "target" with auto ease control.

example:

ball is thrown
ball is target
hand is constrained with logical aim, roll, recoil, etc

we would keyframe as usual, but the area defined in the constraints would , or could generate an automatic catch.

A pre-defined area around each bone could determine each constraints limits.

Just an idea..

PS

I'm not a coder, but i'd like to be.

EDIT:

After playing with the new armature envelopes.....

A multi layered system like this could, or would be great.
layer 1 controls vertex mesh
layer 2 controls proximity constraints

you would possibly be able to set collision detection using a similar setup around objects.

etienneL
Posts: 12
Joined: Sat Apr 03, 2004 5:01 pm

Postby etienneL » Sun Aug 21, 2005 11:11 am

Hi myfish,
have look at this link:
http://www.blender.org/forum/viewtopic.php?t=6771
(Blender.org Forum Index -> Testing Builds -> Soc project: IK, Mac OS X 10.3, Windows (2005/08/19) )[/url]

myfish
Posts: 8
Joined: Fri Sep 26, 2003 9:01 pm

Postby myfish » Sun Aug 21, 2005 3:46 pm

cheers, that goes a LONG way towards making things really usable.

Its my view that great rigging options will bring blender into the WOW :shock: zone.

Its close already, but, seriously, i can see options now for rigging i couldn't envisage before.

Now, for a build with envelopes, IK orientation, and fluids

I have 1 of each. will they work together ?

LetterRip
Posts: 1462
Joined: Thu Mar 25, 2004 7:03 am

Postby LetterRip » Sun Aug 21, 2005 10:03 pm

I'm sure they would work together if merged into the same tree, but you'll probably need to wait at least a few weeks before that happens.

LetterRip


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