Re: 最新版の修正情報で気になったもの

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msg# 1.127.1
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前の投稿 - 次の投稿 | 親投稿 - 子投稿.1 | 投稿日時 2014/5/30 10:31
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引用:
MorphTarget modifierというものらしいです。
原文は長文なので・・・割愛。

以下は抜粋です。
You can see some basic demonstration be me below
basic demonstration
basic demonstration(from last year)

これは公式wikiのリンクです。
MorphTarget_ShapeBlender_Modifier

これはBlenderArtists.orgのリンクです。
Old forum link
New forum link

これを見て、いつかこうなるのかな?と思った人もいるかと思うので・・・Blender Foundationの創始者のTon氏のこれに関するメーリングリストでの発言を(無断ですが・・)引用しておきます。

引用:
It's always cool to see people work on physics, solvers and engines. Blender unfortunately isn't very flexible here, you can't just plugin another solver so easily. We tried it with Itasc, but thats not very succesful either (and I doubt there's more than a handful people using it).

Same is for BEPU engine. It looks nice... but I don't see any real breakthrough or benefit for Blender. Especially not to add it alongside our current armature IK system.

Instead, I would suggest to work on Blender in ways that expands our functionality in compatible and design-compliant ways. Same goes for physics in Blender, which is heavily relying on Bullet for example. To just add another physics engine might not be the best way forward I'm afraid.

On our roadmap there's node systems planned for constraints/modifiers/particles, but I am not sure yet how rigging would fit in. We also want to unfify physics, and/or make solvers "pluggable". This might well take a half year to a full year to mature. Lukas Toenne and Antonis Ryakiotakis are coordinating this and will be working on this. I'm sure they will welcome people who know phsyics well to help out.

I also have to admit that the quality of examples on your webpage are not very encouraging. And: reading things about XNA (Microsoft) and C# is quite scary.

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