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Animation & Rigging: Bigger Projects

This page lists the broad ideas for the future of the module. It is the intention that these eventually become design tasks on Phabricator.

Face Maps

The ability to adjust bones without directly working with the bones, but rather by interacting with groups mesh faces.

Animation Layers

Like the NLA editor, but better. This is now being worked on as Project Baklava.

Node-based Rigging

Constraints are quite complex, and can likely benefit from separating them into a network of simpler nodes.

Historical link: This used to be tracked in T68907

Optimize VSE Playback for Animators

Animators often use the VSE to play reference footage during their work. This task is a placeholder to look at improvements that can be done in these specific setups to speed up the playback performance.

Historical link: This used to be tracked in T75719.

Decouple physics and animation clock

This permits an interactive scene (e.g., VR) where physic simulation is happening in realtime, without the animation playing together.

Historical link: This used to be tracked in T68979

Animation fine-tuning sculpting

Animation sculpting on top of finalized animation for fine tuned animation details. This could even include sculpting on top of cached geometry (like from USD or Alembic).

Historical link: This used to be tracked in T68906

Motion path viewport editing

Historical link: This used to be tracked in T68901

For reference: