The 2.40 release offers support for physics based animation like an advanced Fluid Simulator, Particle based hair with Particle guides, improved Softbody dynamics and Rigid body dynamics baking using the game engine. Using the "NLA" editor, you can layer and mix these actions with full control over timing. Actions and NLA:Īn "Action" is a collection of animation curves, which now not only can represent a full walk cycle for a character, but also include Shape keys or Object animation curves. Includes Auto Handles which prevent undesired overshoot. New handle and interpolation types have been added to interpolation (IPO) curves. This way you can control Shape Keys with custom sliders or tie them to specific Bone rotations. Drivers:Īll animation curves in Blender (aka Ipos) now can get a "Driver" assigned, This replaces the time input for a specific animated channel with any value from another Object. Access to these Shapes now has become better integrated in the UI, allowing multiple Object instances to 'pin' individual Shapes and with use of Vertex Groups for blending Shapes. Meshes, Curves, Lattices and Surfaces already could store multiple shapes, animated using animation curves. This enables characters to walk over a path without foot slipping. Using the NLA editor, you can tell an Action Strip to use a specific Bone in an Action to define the striding offsets. Worth noting are the new "B-Bones" (B-spline bones), allowing control over flexible bones, like for spines. In PoseMode, the bones draw color-coded now, to show constraint, actions or IK assigned. There are a number of additional display modes for bones, all tweaked for specific editing purposes. Weight Painting now supports very fast weight group selections and can be applied using X-axis mirroring. You can then further refine them by baking them to vertex groups. Skin weights can now be automatically created from envelope based definitions. Options to use both (mixed) Forward and Inverse IK makes posing characters a pleasure! Skin Weighting: Not only did it become much faster, but it now supports Rotation Limits and Degrees of Freedom, Tree-IK, and IK Target Rotation. With support from Googles Summer of Code – Blender's IK system was fully reworked. All Armature Objects are immediate posable now, without mode changes. Rigging is now much easier with mirrored extrusion and auto-naming, additional selection methods working with bones such as loop and border select, and added bone types (Hinge, Bspline Bones). This is the first part of our Animation project, and although we cannot show cool images for it, work on the new dependency graph system has proven to be extremely versatile, resulting in amazing speedup and lag-free interactive redraws while editing. The Python API for Armature/Pose also has radical changes. Note The changes in the animation system have not yet been incorporated in the game engine, so armatures don't work there. Improvements include fast and easy rigging with added bone types, new display methods, easier and faster skin weighting methods, improved and easier to use deformation methods, completely rewritten Inverse Kinematics system, easier and faster posing, new IPO curves methods, and more robust Actions and NLA tools. The vastly improved animation tools have taken character animation to an inspirational and competitive level. The major additions this release are the Character Animation rewrite, the added Fluid Dynamics system, improved editing and rendering of Particle Based Hair, and the Modifier Stack. De meegeleverde aankondiging ziet er als volgt uit: Blender 2.40:īlender has had another long development cycle resulting in a release packed with rewrites, new features and improvements. Deze veranderingen komen gedeeltelijk door bijdragen van 'The Summer of Code' van Google en het Orange Movie Project. Versie 2.40 is enkele dagen geleden de deur uit gedaan waar een hoop veranderingen in terug te vinden zijn. De vele features voorzien van screenshots en voorbeelden zijn op deze pagina na te lezen voor de geïnteresseerde gebruikers. De Blender Foundation is druk bezig met de ontwikkeling van Blender, een open source softwarepakket voor 3D modeling, animation, rendering, post-production, interactive creation en playback.
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