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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3A2.4%2FSource%2FAnimation%2FAnimationUpdate</id>
	<title>Dev:2.4/Source/Animation/AnimationUpdate - 版の履歴</title>
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	<updated>2026-06-08T06:15:49Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.4/Source/Animation/AnimationUpdate&amp;diff=41824&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.4/Source/Animation/AnimationUpdate&amp;diff=41824&amp;oldid=prev"/>
		<updated>2018-06-28T17:45:14Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:45時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.4/Source/Animation/AnimationUpdate&amp;diff=41823&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Dev:Source/Blender/Animation/AnimationUpdate to Dev:2.4/Source/Animation/AnimationUpdate</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.4/Source/Animation/AnimationUpdate&amp;diff=41823&amp;oldid=prev"/>
		<updated>2010-02-19T00:51:59Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Dev:Source/Blender/Animation/AnimationUpdate&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Source/Blender/Animation/AnimationUpdate&quot;&gt;Dev:Source/Blender/Animation/AnimationUpdate&lt;/a&gt; to &lt;a href=&quot;/Dev:2.4/Source/Animation/AnimationUpdate&quot; title=&quot;Dev:2.4/Source/Animation/AnimationUpdate&quot;&gt;Dev:2.4/Source/Animation/AnimationUpdate&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
= Blender Animation system refresh project=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Updated with latest info, as of july 25.&lt;br /&gt;
&lt;br /&gt;
== Armature editing==&lt;br /&gt;
&lt;br /&gt;
===Armature primitives===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done''':&lt;br /&gt;
&lt;br /&gt;
Dropped the bad sticky-modal armature drawing mode. Armature extrusions can be as easy as clicking points in other editmodes, by using ctrl+click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Todo''':&lt;br /&gt;
&lt;br /&gt;
In some applications it is called &amp;quot;auto rigging&amp;quot; but seems just to be preset armatures to quickly setup characters.&lt;br /&gt;
Being able to not only add default &amp;quot;rigs&amp;quot; but also to link that to a selection (like add spine, add arm, hand etc) is very useful.&lt;br /&gt;
&lt;br /&gt;
===Edit Mode / Pose Mode===&lt;br /&gt;
&lt;br /&gt;
'''Done''':&lt;br /&gt;
&lt;br /&gt;
*selection of bones in EditMode&lt;br /&gt;
*made drawing of EditMode compliant with rest of Blender (re-using theme colors)&lt;br /&gt;
*Pose Mode now is non-modal, meaning it is now a state any Object can be in. Selecting Bones or other Objects is accessible without mode switches&lt;br /&gt;
*Editing in 3d window instead of buttons: like make parent, clear parent, set IK, clear IK, clear constraint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Todo''':&lt;br /&gt;
&lt;br /&gt;
We already have naming conventions for mirroring (left/right) this should also be a 'mirror mode' for any transform action.&lt;br /&gt;
&lt;br /&gt;
===Smarter Bones===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done''':&lt;br /&gt;
&lt;br /&gt;
Bones can incorporate much more information than it does now.&lt;br /&gt;
*Pose Mode draws more clear info on constraints/action/IK&lt;br /&gt;
*B-bones allow subdivision, with interpolated 'swivel' or 'twist' from one Bone to another&lt;br /&gt;
*B-bones also allow to make curved Bones, for spines or tentacles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IK and FK===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done''':&lt;br /&gt;
*disconnected (in code, not UI) IK solving from constraint solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Todo'''&lt;br /&gt;
(Partially done in the google summer code tree, worked on by Brecht):&lt;br /&gt;
&lt;br /&gt;
*Bones allow to set degrees of freedom for a joint with its parent bone. &lt;br /&gt;
*IK allows tree structures&lt;br /&gt;
*Incorporate default deformation volumes (ellipsiod?) to mimize manual vertex group editing (which can still work on top of this). We could use 2 volumes, with an inner volume defining 100% deforming, and outer volume the falloff.&lt;br /&gt;
*Bone attachments (actually joints, currently called mistakingly &amp;quot;IK&amp;quot;) should allow any offset from the actual bone tip or base, also for IK&lt;br /&gt;
&lt;br /&gt;
We should open sufficient hooks in the API here for dynamic based IK as well. Including full-armature level IK (propagating onto entire body).&lt;br /&gt;
&lt;br /&gt;
===Drawing modes===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done''':&lt;br /&gt;
&lt;br /&gt;
*Drawing mode 'sticks' for xray&lt;br /&gt;
*Drawing modes support wire solid drawing&lt;br /&gt;
*Drawing mode 'b-bones' for display of segmented bones and allowing to create a rig resembling the actual character&lt;br /&gt;
*Clear indication in bones whether actions work on it, constraints or IK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Todo''':&lt;br /&gt;
*Action and NLA editing also should be visual &amp;amp; possible in the 3d window. Ideas are using &amp;quot;ghost keys&amp;quot; (as current Ipo Keys) and drawing path trajectories. &lt;br /&gt;
*Switching active Actions in 3d window should be possible too.&lt;br /&gt;
&lt;br /&gt;
===Action and NLA windows===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Todo''':&lt;br /&gt;
&lt;br /&gt;
These need a full cleanup of code, to allow much easier access for new development and integrate better with general Blender workflow standards. The list of missing features here is just too long!&lt;br /&gt;
&lt;br /&gt;
Current idea is to allow Actions to include any Ipo curve, also for vertex keys, lamp ipos, and so on. Actions could be selected in NLA, and become editable/active that way.&lt;br /&gt;
NLA has to become more flexible, with grouping/collapsing, etc.&lt;br /&gt;
&lt;br /&gt;
===Data structures===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done!'''&lt;br /&gt;
 &lt;br /&gt;
Check http://www.blender.org/cms/How_Armatures_work.634.0.html&lt;br /&gt;
&lt;br /&gt;
Design of Armature/Bones, Vertex groups, Actions and NLA data in Blender has quite some shortcomings which prevent both proper integration in Blender, as future expansion.&lt;br /&gt;
One of biggest issues is that current design (hierarchical bones data) also involved that evaluating any armature part (like bone) requires a recursive traversal of the entire hierarchy. That makes armatures editing and playback incredible slow...&lt;br /&gt;
Part of the recode will be design of new structures... which might mean it cannot be solved with automatic SDNA conversion alone, but will require a 'version patch' to convert, dropping upward compatibility.&lt;br /&gt;
&lt;br /&gt;
===Forum links with cool proposals===&lt;br /&gt;
[http://www.blender.org/forum/viewtopic.php?t=5143 Harkyman's notes]&lt;br /&gt;
&lt;br /&gt;
[http://www.harkyman.com/animprop/animprop2.html Additional UI and useability notes by Harkyman]&lt;br /&gt;
&lt;br /&gt;
== Vertex Keys==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''To do (evaluate)''':&lt;br /&gt;
&lt;br /&gt;
Editing vertex keys can become much simpler by allowing display (and definition) of keys with individual Objects, much like how Maya does this.&lt;br /&gt;
&lt;br /&gt;
Much wanted also is having &amp;quot;driven keys&amp;quot;, where the actual key position is linked to a certain other value, for example the angles between 2 bones. (Actually any value should become &amp;quot;driven&amp;quot;, but that's another issue?)&lt;br /&gt;
&lt;br /&gt;
== Transform Handlers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done!'''&lt;br /&gt;
&lt;br /&gt;
On selection (or click drag) visual handlers (translate/rotate/scale widgets) help a lot in exact posing and evaluating parts of a character. This would be one of the benefits of the current transform() re-factoring project.&lt;br /&gt;
&lt;br /&gt;
== Dependency graph==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done!'''&lt;br /&gt;
&lt;br /&gt;
We will need an advanced dependency solver on all levels of armature editing. If we can clearly sort this out, editing can become a lot faster.&lt;br /&gt;
&lt;br /&gt;
== Display Lists==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mostly done: (DerivedMesh project)'''&lt;br /&gt;
&lt;br /&gt;
One of the antique cumbersome parts in Blender. Recalculating such lists on animating also creates far too much cpu overhead. Armatures don't allow to deform multiple linked Meshes even.&lt;br /&gt;
Methods used in Display Lists (including features such as 'hidden line' display), as do rules for how they depend on Objects have to be reviewed completely.&lt;br /&gt;
&lt;br /&gt;
== Deformation Modifier Stacks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Done!'''&lt;br /&gt;
&lt;br /&gt;
Also with the new Soft-Body feature added, we need much better control over what the exact order (and again dependency) is of all deformation features.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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