operaguy opened this issue on Apr 26, 2005 ยท 98 posts
Dale B posted Thu, 05 May 2005 at 4:57 PM
Well, this was just a starting point...=anytime= you start talking tech, there tends to be a pendulum swing into the hyperbolic regions. The high end bone-muscle-skin systems would be nice to play with, but I doubt most of us could afford it, and fewer could ever master it... :P although I will argue about the torso needing a couple of extra articulation points to get a better bend sweep to it. And an actual jaw bone. However, taking the list as a rough, and assuming they can't pull something like softskin dynamics and sliding joint capability out of the hat affordably, what changes to the current rig would need to be implemented? Some alteration of the parent-child logic? Fall-off zones that can overlap, or interact with each other? If the current rig just won't hold up longer, how could things be set up to keep the backwards compatibility? Some type of metatag in the cr2 or obj of newer content to tell the system to use a new rig, and lack of that tag enables the old system? We all should remember that P6 was said to be a service release, with the major changes to the code slated for P7 (and with the new version of Firefly, we got some significant goodies anyway). CLSteve would almost have to be asking regarding the changes for the next version. The animation & rigging system is probably the last untouched artifact in the program (save for the Kai Krause interface, and even that has been spruced up a tad). They might just want enough people clamoring for something a little more capable, to justify the time expense in coding it... :)