The one thing I think hasn't been asked is about same bone/obj relations. IE control Bone1 X rotation with Bone1 Z scale and so on. Would be nice to have working in the cases it makes sense
cheers Daniel Salazar patazstudio.com On Sat, Jan 14, 2012 at 5:54 AM, [email protected] <[email protected]> wrote: > Am 19.12.2011 08:11, schrieb Ton Roosendaal: >> Hi all, >> >> Here's a proposal for how to split the depsgraph work in parts; >> hopefully it helps getting this project running that way. There's also >> a link to an excellent analysis from Joshua! >> >> http://wiki.blender.org/index.php/User:Ton/Depsgraph_2012 >> >> Thanks, >> >> -Ton- >> >> ------------------------------------------------------------------------ >> Ton Roosendaal Blender Foundation [email protected] www.blender.org >> Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > A lot of very important (IMHO) views were already expressed. > Matt gave a petty good overview on 'other' things to keep in mind! > After a brief thinking over it I don't know if there is a smart > solution for soft objects meeting other soft objects. > Not thinking soft-bodies code is wrong .. it works ! It is interaction > .... and a lot of parallel processing could be ' levelled up ' if only > the caller would be dependency aware .. enough ranting ... grumpy old > software pro spoke . > _______________________________________________ > 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
