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1. Animation System Polish

Joshua Leung (aligorith ATTA gmail.com)

Synopsis

This project will deliver a series of smaller developments and features, all with the goal of improving the animation experience in Blender based upon feedback from animators who have worked on previous Open Movie projects. Where time permits, improved support for handling motion captured (mocap) data will also be worked on.

Deliverables

This list is just indicative of the work that may take place. Items occurring earlier in this list are more likely to be worked on first.

  • Resolution of various bugs and/or usability quirks with the Animation Editors (especially Graph Editor), through cleanup/separation of filtering options and fixes for selection issues
  • Waveform display in TimeLine for ease of lip-syncing
  • Review of grouping/display of channels in Graph Editor (by Keying Set?)
  • Functionality for editing/manipulating F-Samples (i.e. format for “baked” F-Curves from Mocap), such as conversion + simplification for keyframe editing
  • NLA Baking + Keyframing Tweaks (for functioning Animation Layers here)
  • Playback code cleanups (+ introduction of playback speed tools)
  • Restoration of PyConstraints
  • Quick title-card strip for sequencer, for adding titles+contact info to animations easier

Project Schedule

Work can begin immediately although due to term-time commitments (being in a Southern Hemisphere University, and working on a year-long group project this year) there will be times when development will be carried out in short sprints (usually over weekends). There will also be an exam period during late June (dates are still unknown due to post-quake chaos).

Resolution of the usability quirks in the Animation Editor and mocap support are estimated to take the longest times to complete, due to the scale of the work involved with each. I’m planning to tackle one before the mid-term evaluation, and the other afterwards, with other tweaks slotted in between.

Bio

I’m a third year Computer Science student at the University of Canterbury, doing my (hopefully) 3rd GSoC with Blender. As the main coder+designer behind the current animation system, I’m well positioned to tackle these issues associated with this system which I’ve worked on and supported extensively for the past few years through several notable productions.