Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJoshua Leung <aligorith@gmail.com>2011-01-29 06:01:51 +0300
committerJoshua Leung <aligorith@gmail.com>2011-01-29 06:01:51 +0300
commit1439ebb6b1091c0bc976480ec1751966395b2755 (patch)
treee54b38d6a6d90087c8766f094f2dc42c9f64ef83 /source/blender/makesdna/DNA_texture_types.h
parentf11424d6448b9c0335df3e13df8c315b49e626a9 (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