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author | Joshua Leung <aligorith@gmail.com> | 2011-01-29 06:01:51 +0300 |
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committer | Joshua Leung <aligorith@gmail.com> | 2011-01-29 06:01:51 +0300 |
commit | 1439ebb6b1091c0bc976480ec1751966395b2755 (patch) | |
tree | e54b38d6a6d90087c8766f094f2dc42c9f64ef83 /source/blender/makesdna/DNA_texture_types.h | |
parent | f11424d6448b9c0335df3e13df8c315b49e626a9 (diff) |
Character Animation Goodie: "Whole Character" Builtin Keying Set
This commit introduces a new Keying Set: "Whole Character", which is
specially designed for character animators blocking out their
animation. It should make animating with rigs such as the Sintel rigs
(and other "mainstream" setups, though others may also work with a few
modifications) much easier.
It automatically determines which properties on every bone in the
active rig should be keyframed, avoiding an initial set up step where
properties may be missed, or non-animatable properties are also
needlessly keyframed. To do this, it relies on several rules:
1) All bones in the armature, regardless of visibility status are
considered, so that hiding some layers on some keyframes then
keyframing them later won't create problems with earlier poses
changing
2) Bones starting with certain prefixes, i.e. DEF, MCH, VIS, etc. (the
full list is available in the code for this, and can be/is meant to be
modified by riggers in their own versions as they see fit), so that
some bones on hidden layers which shouldn't be seen by animators are
not keyframed
3) Locked transforms AREN'T keyframed
4) All custom properties ARE keyframed - currently this is the best we
can do, as it's hard to tell if they're needed or not, or even if
they're already driven.
Diffstat (limited to 'source/blender/makesdna/DNA_texture_types.h')
0 files changed, 0 insertions, 0 deletions