tag:blogger.com,1999:blog-1978356510587112308.comments2024-02-27T21:15:04.267+13:00Aligorith's LairUnknownnoreply@blogger.comBlogger1217125tag:blogger.com,1999:blog-1978356510587112308.post-7720012007782443122024-01-23T08:34:22.043+13:002024-01-23T08:34:22.043+13:00You're a genius in my book! Thanks for your gr...You're a genius in my book! Thanks for your great contribution.Vee (Scratch)https://www.blogger.com/profile/06565744565399935705noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-65909991457007975472023-12-29T14:57:24.555+13:002023-12-29T14:57:24.555+13:00Nice blog, thanks for posting. Nice blog, thanks for posting. Medienschoepferhttps://medienschoepfer.tumblr.com/noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-46839275005696472022023-08-11T14:20:02.533+12:002023-08-11T14:20:02.533+12:00I have been writing some notes on the something ht...I have been writing some notes on the something https://github.com/adamearle/Back-To-Animation/wiki Adam Earlehttps://www.blogger.com/profile/04680933895928495093noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-74726185278738145302022-02-16T19:36:42.448+13:002022-02-16T19:36:42.448+13:00Absolutely. It's crazy that we have spent the ...Absolutely. It's crazy that we have spent the better part of the past ~1.5 decades trying to make a system designed for describing *static academic/report-style documents (with some interactive elements)*, and tried to shoe-horn it into being a generic delivery platform for dynamically updating applications with complex 2D (or even 3D) layouts.Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-38207812657047350962022-02-14T06:51:37.435+13:002022-02-14T06:51:37.435+13:00That would be nice. It seems to me (as a complete ...That would be nice. It seems to me (as a complete layman) that the web evolved beyond much of what browsers were meant to handle in some aspects, this being one. I don't keep count of ow many times I keep many tabs open just to have a specific page state at hand. I kinda miss the static web.Hadrienhttps://www.blogger.com/profile/16237603130847253825noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-89731488043005331592021-11-27T12:39:52.369+13:002021-11-27T12:39:52.369+13:00Thanks great bloogThanks great bloogAndreahttps://www.andreabeckett.com/noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-48932910569344104832021-09-06T01:33:40.136+12:002021-09-06T01:33:40.136+12:00give some more exaple of simple expressiongive some more exaple of simple expressionn haithttps://www.blogger.com/profile/06385644998936797446noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-58258259885183887352020-08-05T16:19:32.828+12:002020-08-05T16:19:32.828+12:00Found my solution. I created an empty keying set b...Found my solution. I created an empty keying set by accident. All I had to do was delete it ! ok, one more blender Barrier of entry passed... whew. It's a pretty common problem for animators it seems. The error message should give a little more hint as to what happened and how to fix it...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-21550862390150208152020-08-05T16:07:01.412+12:002020-08-05T16:07:01.412+12:00Just read through this. It's still unclear to ...Just read through this. It's still unclear to me if I can add multiple objects to a keying set ? Everyone demonstrating this does it with a cube which doesn't help when it comes to practical cases like rigged characters...<br />It's frustrating to have all the controls selected and seeing an error when I try to key a pose. And not having an easy way to just get all my controls in a keying set so I can carry on animating. I've been reading about this for 3 days now and still no solution. I hope Blender simplifies this whole setup it's more complicated than it needs to be.Age Of Garhttps://www.youtube.com/channel/UCqS3ARCinNQ-61iZbL8C77w/featurednoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-28720022684988042802020-01-12T04:37:49.187+13:002020-01-12T04:37:49.187+13:00well, i set out to find out how to keyframe a driv...well, i set out to find out how to keyframe a driver in 2.79. is there an easy way to do it? NO! at least a direct way? NO an obscure way? NO. but i can make a keying set and paste the driver data path into it, AND IT WORKS! it works awesomely! (okay, that's technically the obscure way. you woulda thought they'd've added a right click: insert keyframe to the driver dial by now.)bloodsonghttps://www.blogger.com/profile/01854700154218467993noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-88075156382229372772019-07-10T10:20:33.447+12:002019-07-10T10:20:33.447+12:00"What problems does this try to solve?"
..."What problems does this try to solve?"<br /><br />This is the fundamental question, and there is absolutely zero point in trying to solve the problem until you have an answer to it.<br /><br />The vast majority of use cases of multimesh editing can be solved by simplifying join/separation operations, which is mostly a matter of improving armature UI (because most object-level transformations could be done as well, or better, with an armature instead, if it was as easy to do as an object-level transform), and of improving the use of vertex groups, both for modifier modulation (why can't you specify a subsurf vert group?) and as targets for other operations (why can't you give a shrinkwrap modifier a mesh + VG as a target?)<br /><br />There are some multi-edit problems that are just not solvable without shaking your head and saying, "I dunno lol." What happens when you have two non-uniformly scaled objects with a bevel modifier and you join them with a face? There is no solution to that problem. You make an arbitrary decision. (But it would be unwise to restrict use just because you don't know what to do in a few unlikely situations.)<br /><br />Ideally, joining and separating objects would be a non-destructive operation. It is not impossible to do that. You can make VGs for each object and take notes on their pre-join state. It's just a UI problem. You can do this with note paper and a calculator, if you have the patience. It would be nice if Blender did it for us.<br /><br />But for me, what I would want out of a multi-edit would just be a simplified UI. Rigging a spline IK system with hooks is a nightmare because I cannot snap cursor to various elements without a huge number of state changes. This difficulty makes it so that I simply don't bother with this as much as I would like. There are other potential solutions to this problem; there's no reason curve-to-mesh couldn't preserve information, there's no reason that there's no information-preserving armature-to-mesh, no mesh-to-armature.<br /><br />"It'd be slightly different story though if everyone used simple rigs"<br /><br />The number one problem with complex rigs is the fact that angles are evaluated as per-axis Euler angles. Most Blender riggers don't really understand Euler angles and what they mean. They give their eyes 2-axis limit rotations and expect interpolation to give them a circle. This, too, is solvable, and not just by demanding they learn how Euler, dawg. Angles as used by riggers are not best expressed as Eulers. They are best expressed as the intersection of ellipsoids and cones and planes, of parametric primitives.<br /><br />It's not like that's the only problem. There are a few (locked tracks are harder to use than they should be, floors are harder to use than they should be, remapping transforms is harder than it should be.) But they're all solvable problems. Most of them are solveable in 2.79 Blender, they're just nightmarishly complex with the UI. Hopefully, some kind of rigging nodes system will be powerful enough that we can solve them just once and publish the node group, rather than having to solve them with Rube-Goldberg systems of coincident bones.vasilnhttps://www.blogger.com/profile/01774281127579532778noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-62958012114678922962019-05-11T14:27:08.154+12:002019-05-11T14:27:08.154+12:00Oh, my god, it would be great!!You're the best...Oh, my god, it would be great!!You're the best.<br />Especially onion skins,It's not just real-time,Create single ghost\snapshot should also be optional.<br />Blender is too powerful,Everything else about him is awesome. The animation system has become a drag.<br />The above content is expressed through translation software.a690089735https://www.blogger.com/profile/13973773111776354160noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-31685608495663512372019-01-02T21:56:28.120+13:002019-01-02T21:56:28.120+13:00where can we get/download this???where can we get/download this???Rowwiehttps://www.blogger.com/profile/07984601879073701625noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-79393830941768695282018-10-26T09:01:14.041+13:002018-10-26T09:01:14.041+13:00all links dont run plese new download link all links dont run plese new download link Anonymoushttps://www.blogger.com/profile/14001103984041181116noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-9351847690685604492018-07-26T10:03:03.425+12:002018-07-26T10:03:03.425+12:00I've tested it (in a way similar to Daniel Lar...I've tested it (in a way similar to Daniel Lara) by adding shape keys to store the deformation. I in particular use Animall's Shape Key keyframe insertion to store all the frames of deformation in one shape key that can then be added on top of existing animation - sort of like having tweak controls without weight painting. The only drawback is that this method adds keyframes for all points on a mesh regardless if there's no movement. But that wouldn't be hard to clean up. I'm surprised this is not used more often. What I found surprising about Pixar's technique was not that they were sculpting, but that the kelvinlet process preserved volume way better than the grab brush in Blender's current release(s).Adam W. Parkerhttps://www.blogger.com/profile/12367632195941927889noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-37473330724685869572018-04-30T00:17:13.942+12:002018-04-30T00:17:13.942+12:00That's certainly some very interesting stuff. ...That's certainly some very interesting stuff. However, like another deformer system I once saw at one of the Siggraph conferences, the big problem I've always had with these is: "Ok great, but how would I put these deformers into action in practice to create animation?" So that's one of the big unknowns/issues that we need resolve if we want to allow animators to apply sculpt brushes on their geometry as a way of producing hand sculpted animations.Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-6151805294684070772018-04-28T14:34:10.203+12:002018-04-28T14:34:10.203+12:00Great thoughts! What do you think of this as far a...Great thoughts! What do you think of this as far as an animation tool?<br /><br />https://vimeo.com/216753419Anonymoushttps://www.blogger.com/profile/13378677266882207365noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-51655738676518890562018-04-20T22:42:23.811+12:002018-04-20T22:42:23.811+12:00Expanding on davidmaas's idea: why not ground ...Expanding on davidmaas's idea: why not ground things by making the key element at the start shoe-laces? Grandparents give kid a big box for his birthday: it's new shoes! Beautiful leather ones. But... laces? Boy fiddles with them, thanks the folks half-heartedly. Parents exchange a look - they've clocked his reaction. Mother realises - mouths to Dad: "Laces? Does he know how?" Dad shrugs. Grandparents are saying "Put them on! Try them!" ... the boy takes them away to his room. Everyone waits for him. Beat. We find him in his room. struggling unsuccessfully to tie his new shoes. Tears in his eyes, he looks forlornly at his beloved old velcro-strapped sneakers. Granddad at the door. Wipes boys tear. Teaches him how to tie them. Leads him back out to the others - everyone impressed with the shoes: but boy gives grandpa a look of "thank you". <br /><br />Later, they're at the table: birthday cake is brought out. Everyone celebrating. Grandpa tries to get up out of his chair, but sits back down promptly. Tries again. Can't seem to get up. Huh? Grandma worried. Grandpa notices boy is the only one not concerned - there's a smirk on his face. Grandpa bursts into a huge smile as he realises. Camera on boy: he smiles with a big shrug - camera cranes down gently past Grandpa's shoulder, behind his chair - to find his belt has been tied to the chair with a bit of rope - in a perfect bow. <br /><br />Fade, applause, oscars all round.<br /><br />(needs no audible dialog, either, which is always nice form a localisation point of view)hhttps://www.blogger.com/profile/08086225668986442247noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-37890833341491231932018-04-17T11:33:16.194+12:002018-04-17T11:33:16.194+12:00Will be Bendy Bones in 2.8? Its a excellent tool, ...Will be Bendy Bones in 2.8? Its a excellent tool, the difference.Anonymoushttps://www.blogger.com/profile/17750585992412346020noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-28245832280031280722018-04-16T04:11:32.882+12:002018-04-16T04:11:32.882+12:00The cache idea is really interesting. There is one...The cache idea is really interesting. There is one point for grease pencil where we could use this cache. In onion skinning, the current implementation uses the location of the object at current frame, so all strokes use the current transformation matrix to transform the strokes, but if the object moves in the previous/next frames, the matrix transformation does not change because we evaluate only the current object location.<br /><br />To get a way of know the matrix transformation of an object in a frame different of current frame would solve this issue, but without using a cache the time used to get all data make this technique impossible.Anonymoushttps://www.blogger.com/profile/11748669605867332862noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-66424299550723143182018-04-14T23:42:18.112+12:002018-04-14T23:42:18.112+12:00Yes! Absolutely, I'd love to see them! (Gmail:...Yes! Absolutely, I'd love to see them! (Gmail: aligorith)<br /><br />I was tempted to try boarding this up too, but my sketches usually turn out too far from what I have in mind (skill vs vision gap I guess) that it'd probably give a really misleading impression.Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-73617638118871537262018-04-14T23:39:46.796+12:002018-04-14T23:39:46.796+12:00Good point! Indeed, that may turn out to be a stro...Good point! Indeed, that may turn out to be a stronger/better message. <br /><br />I just found it interesting how the rough idea I had corresponded to the soundtrack for a film I'd recently seen about a royal figure ;)Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-6560233933598782602018-04-14T22:45:19.112+12:002018-04-14T22:45:19.112+12:00Can I send you some storyboard scribbles? (email?)...Can I send you some storyboard scribbles? (email?)davidmaashttps://www.blogger.com/profile/16696298300141402317noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-87957645221667482672018-04-14T22:20:47.479+12:002018-04-14T22:20:47.479+12:00Interesting stuff. Suffice to say, the one that re...Interesting stuff. Suffice to say, the one that really stands out is the NLA evaluation for Animation Layering, which is the only real pain point animating in Blender today.<br /><br />You're really on to something thinking about Aardman's puppets. Lately you see these extremely complex rigs with hundreds of tiny bones to make a face pliable, but the animator still ends up limited by the nature of skinning (pinching, bulging, collapsing). The answer, I think, is something like AniSculpt, where instead of trying to rig or make and balance shapekeys for every potential possibility the animator just makes the shape they need on the fly.<br /><br />Of the interface and interaction ideas being discussed recently, to be honest your Pose Sculpting is the most promising I've seen. A unified sculpting interface for both posing Armatures and making on-the-fly shapekeys (via an updated AniSculpt that works with Linked Groups) would be very intuitive for the animator and tremendously cut down on the set-up time from a rigging standpoint.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-13451645517770767632018-04-14T19:30:54.651+12:002018-04-14T19:30:54.651+12:00Like!
I'd like to see the stakes be set at a m...Like!<br />I'd like to see the stakes be set at a more personal level than recognition from royal authority, though. Like... <br />- boy neglected by busy modern parent<br />- weathered grandpa shows him a knot <br />- boy skeptical, but finally lays smart phone aside and tries<br />- fail... (needs some sort of fail moment like withholding tug)<br />- resolution something like saving (mother/father/granpa) with knot that holds<br /> OR winning social event, but not one set by singular authoritydavidmaashttps://www.blogger.com/profile/16696298300141402317noreply@blogger.com