pehala / animationcombiner Goto Github PK
View Code? Open in Web Editor NEWBlender plugin for crafting new animation from existing ones
License: MIT License
Blender plugin for crafting new animation from existing ones
License: MIT License
Current rotation computation works but with maaaany asterisks. New should work with matrices instead of simply position and not create temporary skeletons.
It should be user-configurable transitions between Actions, like how long to wait and how to interpolate the result.
After we do #48 we could do automatic rotation detection by interpolating armature location from pelvis rotation. This would work only with actions that share very similar final and rest poses, however, could elevate some pain from entering a manual location.
Currently, absolute values of movement are used. It should use relative movement so they are chained
It seems ApplyOperator ignores animation speed modifications.
Currently, it shows only name.
Currently, the first animation in the first group is chosen as a skeleton base. It shouldn't be hard to add option to choose it instead.
Similar to #51, we could add support for speeding things up by using only every n-th frame.
Currently, the armature is always rotated 90 degrees around X axis, to better visualize my testing dataset. This means export data are also rotated, but should not be.
A proper fix would be to enable import/export option of switching between Y/Z coordinates.
It can be used to normalize animation that are facing the wrong way
We clean actions so they always take the shortest path, do the same for the transitions as well
Both import and apply performance is terrible when handling thousands of frames. Import performance is related to #45 as the current computation is far from perfect (it is pretty hideous), but I am not sure what is causing the slow in apply.
Should contain sections on how to install and use it.
Interpolating any speed is hard, however we can easily just slowdown animation in integer intervals e.g. 2x, 5x
Currently, the parts are fixed after creating the Armature.
When computing the rotation, it seems like it shimmers a bit, doing unnecessary rotations alongside the axis, which can be seen with naked eye. However, it does not affect the function at all and all computations are correct.
Skeletons with different bone structure should be supported, and we should be able to interpolate between them
This should help greatly with cases where actions are not equally long in the same group
Currently, all the animations are normalized and translated to a rotation. This means any animation is automatically normalized and won't move.
There should be a way to specify that the motion should be preserved. One of the solutions would be to move only the root
With #14 merged, if you import animation and export it, the output will be slightly different but not noticeable. It might be a bug in the import process.
With the latest features and add screenshots in guides for easier navigation
Currently, there should be an error popup when you try to import an unsupported file, but it doesn't show for some reason.
For now, we export by switching to individual frames, we should also investigate Fcurve solution which would enable us to choose output framerate at the export phase.
Since the introduction of groups, the order of actions in individual groups has been irrelevant. It would be for the best if the buttons were removed.
With multiple actions in one group, applying transition settings to each action doesn't make sense.
Currently, the plugin UI elements are located in VIEW3D section, which is a toolbar on the right. We could experiment with other locations and see what works best
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