6/20/2023 0 Comments Blender animation character![]() Rigs (or even partial rigs) could be contained in component libraries and be slapped onto a mesh or an existing rig. Such issues could be addressed by more intuitive rigging nodes that can be applied to objects and bones alike. After that, you need to know that bone constraints are found in a different place than object constraints. This can be achieved with tools that are familiar from other software, but more importantly Blender should be highly self-consistent and explorable.Īs a counter-example, to start rigging with Blender you need to know about objects, armatures, bones, and potentially also which add-ons to use, like Rigify. Working quickly means seeing results faster & having time to explore different things. Understandable, predictable tools allow you to work faster. The above is thus a guideline, something to work towards, rather than a promise of specific performance numbers on specific hardware. For some of these metrics a heat map on the mesh itself could be possible as well: Heat map showing slow deformations in red.ĭisclaimer: unfortunately there are limits to how much performance can be squeezed out of real-life computers. Mockup of the Rig Explainer, showing what’s related to the selected bone.Ī schematic view of the rig can also be used to show profiling information, giving insight into how much time is spent on each node. ![]() During the workshop we thought up tools to help riggers find out how a rig works, and what makes it slow: Rig Explainer and Rig Profiler. Regardless of how optimised Blender is, it will always be possible to create complex, slow rigs. Of course these goals are not just the responsibility of the Blender development team. These should be real-time, at the project’s frame rate. Playback speed concerns replaying animation: doing playblasts and frame jumps. This should be achieved with the final deforming mesh, and not some simplified, boxy stand-in. This speed can be categorised as interaction and playback speeds.įast interaction means that manipulating a rig should feel real-time. The faster it is, the more different acting beats you can try out before a shot needs to be delivered. Fastįast is all about the speed of Blender itself. An intuitive and direct system will help to keep focused, and there are many more connections between them. Recordings are available on and YouTube. The results of the workshop were presented at Blender Conference 2022. During the workshop we produced an additional 5 x 3 metres of shared whiteboard.Īll the above documents are linked from the workshop page on the Blender wiki.35 pages of specific issues, answering the question “ What’s stopping you from animating in Blender?”. ![]() 35 pages of broad ideas, answering the question “ If you were given a blank slate, and could have any kind of character animation system in Blender, what would it look like? ”.We gathered info in open-for-everyone documents. You can find what was discussed in the meeting notes (, ,, ,, ). In the weeks preceding the workshop there were various meetings to thoroughly prepare for what was sure to become a hectic three days. More concrete planning for the project will happen in the coming month. It also serves to kick off a new project: Animation 2025, which will run from the start of 2023 to the end of 2025. ![]() The main goal: to empower Animators to Keep Animating, for the next decade. The Animation & Rigging module organised a workshop to create a vision for a new animation system. These limitations are not just technical, but also in usability, showing themselves in the complicated workflows required to even get started rigging and animating. Since then a lot has been tacked on, improved, and adjusted, but the limitations of how far we can stretch it are showing. The last major update was for Blender 2.50, back in 2009. The main goal of the workshop was to produce design principles for a new animation system, and to design a set of features to make Blender an attractive animation tool for the next decade.īlender’s animation system is showing its age. The main participants were Brad Clark, Christoph Lendenfeld, Daniel Salazar, Jason Schleifer, Jeremy Bot, Nate Rupsis, Nathan Vegdahl, Sarah Laufer, and Sybren Stüvel. In the days before Blender Conference 2022, the Animation & Rigging module organised a workshop: The Future of Character Animation & Rigging. ![]()
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