Re: 最新版の修正情報で気になったもの

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前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/2 8:57
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Ton氏が前回の発言について、新たに発言しているので載せておきます。

引用:
To be clear: "The Blender Foundation" is not involved in development. I was speaking on my own behalf, based on experience I have as tool designer, developer and producer of animation film.

Personally I have nothing against a full body IK solver for Blender. In fact, my first IK experiments in 90ies was 'full body' based. It just has proven to be not very useful in practice. I only hear animators to confirm that it's not good for articulated animation. For ragdoll physics or massive anims (with bodies falling from cliffs or so) it might be more useful though.

Would it be possible to present this proposal as a full-body solver, fitting with current armature IK and constraints? (Drop the "BEPU" name from the feature too, to make it less confusing).

There's an official animators mailing list where you can get feedback from the module team who handles (character) animation. (bf-animsys). That's the place where decision usually get made, and if the core module team agrees on things you won't hear me complain :)

個人的な公式見解というところでしょうかねぇ・・。
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