Hi, Some thoughts about this: * +1 for doing away with several different actuators. Having a single one is probably enough :) * Why the need for "armature" and "shapekey" modes still? I can understand a potential reason for having the shapekey one, but why a separate one for bones? Does the GE really need such different settings there? * Action Groups can be used for specific optimisations (i.e. only evaluating certain sets of F-Curves). However, remember to make these known well, since not everybody will use the default keyingsets and the grouping that those impose.
Regards, Aligorith On Tue, Jun 8, 2010 at 3:26 PM, Dalai Felinto <[email protected]> wrote: > Hi there, > Campbell asked me to give some thought on how to adjust the animation > actuators for the new animation system in Blender 2.50. > I think it's a good opportunity to enhance the current system and I > hope this is something Jörg can work in his GSOC project. > > Therefore this is my humble contribution: > http://wiki.blender.org/index.php/User:Dfelinto/AnimationActuator2.50 > > I would love to hear feedback on that. (and if the wiki formatting is > too bad well I can look at that later). > Cheers, > > Dalai > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
