On Sat, Dec 24, 2011 at 10:58 PM, Tobias Oelgarte <[email protected]> wrote: > For me this would be the most important things: > * Treat bones like own objects. Currently we have this armature A > depends on armature B and vice versa problem, even so there isn't a real > cyclic dependency. This could also fix the delay between bones from the > same armature connected by drivers. Currently it is treated as a cyclic > dependency. Really, just having finer granularity of the dependency/evaluation handling will solve that. No need for talk of bones as true separate objects.
> * Let an action store the animation for multiple objects at once, not > just only for armatures. Currently possible, though as default we default to per ID-block. This really depends on what ID block that the action is anchored to. The article I wrote for proceedings should hopefully really ram this point home. > * Separate drivers from actions. Currently every action must inherit the > drivers from a "driver action" or they won't be working, since they > aren't there. Wrong wrong wrong wrong wrong! Gah! Get them IPO's out of your head! > * Give the the editors a tool to view the dependencies. They really like > to see them to find possible errors, even if it is their own. > Agreed. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
