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.
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]
cheers, that goes a LONG way towards making things really usable.
Its my view that great rigging options will bring blender into the WOW

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 ?
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