I've designed lots of characters in blender and I can't tell you how much pain and sweat a feature like this will save me. I'm fully in support of this and I hope you get the backing you need.
This is one of the longest-standing features in my wishlist and it would be very useful to have something functionally similar to TriAx. I know it's just an importer, but I hope we'll see blender navtively supporting something similar in the near future. I think that this feature shouldn't be hidden in user prefs. Rather, it should be out in the open like freestyle. A simple checkbox enables/disables negative weights and anything else needed specifically by the addon. Patented technology... I don't think that should cause any problems as long as all the patented stuff are contained in the addon itself (which has got a greenlight from DAZ). On Sat, Mar 7, 2015 at 6:56 PM, Michael Soegtrop <[email protected]> wrote: > Dear Blender Developers, > > I started to write a native DAZ DSON import script and got pretty far in > just a few days (meshes, armatures, skinning, all fully featured). > > One issue is that DSON supports different skin blend factors for > different rotation axes of a bone. DAZ calls this TriAx. This is > actually patented, but I have written confirmation from DAZ, that they > don't object against a DSON import feature in blender, which does > support DSON TriAx. > > TriAx is quite useful. E.g. at the ellbow joint you can distribute the > rotation along the axis of the lower arm over the whole lower arm, while > the skinning of the rotation along the perpendicular axis is close to > the ellbow joint. > > The only feature required to support TriAx in blender are negative > weights in vertex groups. Then TriAx can be implemented by duplicating > bones for each axis and adding some rotation copy constratints between > them. So I implemented negative vertex weights in Blender 2.73a. It > works well, except for the color ramp editor in the user preferences (it > works, but display is strange). > > My main question is, what do you think about negative vertex group > weights? There are lots of range checks for vertex group weights in > blender, and supporting negative weights would mean removing these. > Should negative vertex group weights be made optional? Do .blend files > have global options like this? Making this optional in the preferences > doesn't make much sense, since it should be enabled when a file which > uses this is loaded. > > Another question is what you generally think about support for patented > technology in blender. As I said, I have written confirmation (by email) > from DAZ and negative vertex weights as such are not patented so real > TriAx is just in the import script. > > Please share your thoughts on this. > > Best regards, > > Michael > _______________________________________________ > Bf-python mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-python > -- khalibloo®
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