craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Sun Oct 26, 2008 6:14 pm Post subject: 2008-10-26 |
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Still working, hard, on Albatross 3D...
amoung the thinks ready are:
- copy/paste, store/restore keys;
-dope sheet/curve: add link button
-remove dopesheet drawing when not animating.
-skeletons are not part of animation
-constraints: limit: specify if parent or word coordinate
-Constraints: ik,
-constraints on childs are now working
-restore meshes when leaving animation toolbox.
-character node => 2 children: mesh and root bone, 1 skining transform ensure character node evaluated after bone node
-freeze + reset button
-pivot for curve
-select child, select parent comands, pick walking
-center for null is now in the correct position
-parenting/unparenting: transfert coord fron global space to local space: obj do not move
-animation popup menu
-param select: copy/paste of values
-display in wire mode in animation toolbox is fixed
-pcx problem solved
-weight compute by influence is corrceted
-dope sheet: bug display when last item is hided
-hide and lock inconcisentcies are removed
-import bvh
-split bone
-option to keep bone start with end of father
-bone created as rotation by default
-bone refresh weight display
-bone: cylindrical/capsule influence
-bone influence: bone selection
-bone: pick walking
-bone: popup menu
-expand/colapse, select childs/parents popup menu in objList
-play command and shortkey
-add animation, del animation, rename animation, switch animation
-add new layer, del layer, move up, move down, disable layer, rename layer, disable/enable keys inside layer, blend, collapse, additive/replacement layer
-timeline: show keys only for move/rotate/scale keyables of selected nodes
-A new modeling toolbox, where the mouse can select vertex, edge and face, and the toolbox is automatically swithed.
And the think I want to do before making a new release:
-dup in animation (for example, it will be possible to have one skeleton with FK, the other with IK and the third one controling the mesh)
-bone: add automatically limit constraints
-Constraints: pole, parent
-ik constraint: deal with special case of 1 bone and 2 bones
-deleting constraint: nasty bug
-miror bone
-miror weight
-bone: smooth weight
-finishing a few think in the layer animation and bvh import
Here is the screenshot of a bvh animation, with animations and animation layers:
Hope you will like it,
Craouette |
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