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
>>
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> 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 .
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