/ by Bassam
Well, It has been one week since the blender conference, and we’ve past the post-conference glaze- it is time to be hectic! currently, we are working on producing the “level one” animatic by this Friday… This animatic should be pretty close to shot by shot equivelance to the final movie, and is in fact, generated from the same blendfiles that will later evolve to render final shots. We’ve had some nice progress, partly due to the rapid work by Ton and crew hacking on the blender code.
So here’s a quick rundown of the wishlist, with little “done” marks next to some of them:
Rigging, Skinning and Deformation
Left/Right Symetrical weight paint. Done!
Latice (and curve deform) modifiers take a vertex group for influence, to use in rigging tricky joints. Done!
Activation of vertex group by shift clicking on an area in weight paint Done!
Envelope/Vertex Group Armature options are now in the modifier panel Done!
Constraining in the 3D view with a hotkey Done!
Vertex group weight and Envelope strength interaction
Posing and Transformation
Transform locking/limits: so object/bone transforms can be limited (for instance) to rotating on one axis, or limited to rotating between certain angles.
Crazy space! editing deformed meshes intuitively
All transform options working in posemode-like transforming around multiple centers
IPO Drivers Done!
IPO expression/ python drivers
Actions for objects Done!
Actions for shapes
Actions for other IPOs ( lamps, materials..)
blend curves for strips
transitions for strips
Actions editable scaled/translated to time in NLA Done!
Actions editable with final NLA result visible Done!
UI enhancements In progress
IPO bag! (collecting IPOs from various objects in one action for mixing )
IK refactor: speedups, treeIK, Limits/DOF, bugfixes Mostly Done!
Motion Path viewing Done!
Root bone/ stride length enhancemets
Footsteps for walkcycles
Mix matching with pinned bones
Non uniform time scaling
Streamlining the production pipeline workflow
Syncronizing Data between blendfiles
Linking animatable objects with drivers, constraints, vgroups etc. intact
Verse access control for online contributors
SOC project integration
New IK Done!
Pinning option for mirror modifier, to pin vertices on the mirror axis only.
Ripping meshes Done!
Ctrl-click extrudes faces and edges Done!
Materials and shading
Layered materials with blending options
SSS (could also be a py-texture plugin)
OpenEXR output option
Vector Motion Blur
editing sequence IPOs in “real” time, similar to the NLA action enhancement
Insertion of Sequencer strips in a stack
OpenEXR/ highdynamic range image support for all strips/plugins
blending modes of strips should be seen as strip property and not as extra strip
Memory management and speed
Better audio support
Integrated node-based compositor after the renderer
High dynamic range/OpenEXR support
Storing all samples through till the end of the compositing pipeline
Blur that mimics the BOKEH DOF effect
improved audio syncing/scrubbing
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