shvrdavid opened this issue on Aug 19, 2014 · 31 posts
Dale B posted Wed, 20 August 2014 at 7:49 PM
So, more detail, hmmm....? 8D
This is a repost of f
eatures I'd like from Rosity (to RDNA and now back), with some editing and additions:
1a) If they got the IK toggle working properly, then they could add IK pinning. This would let you add a 'pin' to an IK chain, doing a runtime redesignation of just where a particular chain ends. What good is that? Example. You run a ragdoll sim, and set it up where the figure is thrown. Floppy doll, so what? You step through the sim, choose a point, stick a 'pin' into the right elbow. That 'pin' becomes the temporary end of the right arm IK chain; set a flag for stationary, and the ragdoll's motion modifies depending of the force of its action, around the stationary 'pin'. The body pivots, a few frames later you remove the 'pin' or disable the stationary flag, and let the sim run. What you wind up with is a body thrown, which pivots around the right elbow and off into another direction. Insert a stretched cylinder into the place where the elbow is being pinned and wa-la. You have a figure being thrown by something, who snags a pole and swings away to safety. Such a full IK/FK system would permit a lot of things to be done that people think require collision detection, and if the system permitted you to toggle IK anywhere on the dopesheet, you would have the tools to shape chaotic events into seemingly planned actions without destroying the work done before. This is a long overdue feature upgrade. (edit#2: Oh. And with IK pinning in this example, the right forearm and hand would not be affected in any way by whatever motion the figure IK chains imposed. So this could also permit you to set a hand pose (say around a weapon of some sort) and not have to worry about kinematics destroying it, forcing frame by frame correction of the issue).
3a) Possibly combining the dopesheet and graph editor. You start with the dopesheet, choose a bodypart, then toggle over to the graph (This one is a 'maybe'. If we got better dopesheet function and a more capable graph, it might be best to keep them separate).
A quaterion correction toggle. This is a nifty thing that Messiah has. Quats do not run from 0 to 360 degrees; they run -180 to +180 degrees (the traditional sine wave). THE most common cause of animation chaos is when you exceed those values. The algorithm tries to correct by interpolating to the nearest value (and there is no automatic order to that; the algorithm picks the -closest- value, not the most logical value). Depending on the keyframes, this might cause a limb to twist around itself multiple times to reach a point the algorithm accepts is proper. The toggle in Messiah looks at the quaterion values, and resets them to the proper numerical range (at least so long as you don't try and force the interpolation curve back with keyframes. That can create more damage than good). It's not a one size fit all solution, but it does fix about 80% of the mesh crunches with one click of a button.
A clamping function. Another issue is that there is no way to restrict the spline curves. One missplaced keyframe and a tame, simple curve that never strays above or below say .8 in value suddenly shoots to 20 or more. And if you do it just wrong, there can be multiples. A way to set a clamp value on the graph editor, so that your splines are forced to remain within your set limits would be valuable. Particularly when dealing with mocap data that doesn't quite behave itself. This would also cut down the need to use break splines to control spline curves.
The option to bake cloth sims to PLA (point level animation) data. Poser's cloth engine is amazing, flexible, and can and has produced better results than MAXON's current offering. If we could bake a successful sim, that would make it FAAAAAAAAR easier and faster to correct errors in uninvolved body parts. And if the saving of that data were possible, it would open up a =potential= area in the marketplace. The dataset could be sold with or as an add on to a certain clothing object, any you wouldn't need to rerun the sim, and the user would get a nice, swishy dress on their figure.
A truly non-linear motion mixer, a la AniMATE. At one time there was supposed to be a version for Poser. Didn't happen. So that feature is one sorely needed.
A properly implemented ragdoll module for Bullet, if one could be coded to produce acceptable results with the convex hull collision system.
A system to allow you to design and designate a motion as cyclical, making creating walks and other repetetive motions easier.
Never used iclone, so no idea about its features.....