For reference, Martin Poirier did a project to implement an automatic skeleton generator. The code for that is actually still there (editors/armature/reeb.c) but disabled and never integrated into the 2.5 UI. http://wiki.blender.org/index.php/User:Theeth/skeletor
The automatic weighting in Blender is also based on a paper about an automatic skeleton generating. So the creating vertex groups part of the proposal could reuse code here. http://www.mit.edu/~ibaran/autorig/ On Thu, Apr 25, 2013 at 9:13 PM, Daniel Salazar - 3Developer.com <[email protected]> wrote: > We have had a number of automated armature tools in the past that > never really delivered something usable in production. It is my > opinion that rigging has a long way to go before it can be automated. > The creation and positioning of bones is not only critical to a good > rig but also not that hard to do technically.. meaning it would take > me the same amount of time or more to fix the automated results than > to do it right from scratch :( Hope that helps even if it's a > "negative" opinion. I have to agree with this, placing bones is not a lot of work so it's going to be difficult to beat doing it manually. As a summer of code project it's a well defined and feasible project, but not really an important feature to have, so I guess that's the tradeoff that will be considered when judging this proposal. Brecht. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
