The meeting will be open for everybody interested to join on Google Meet (link below).
Present: Brad Clark, Christoph Lendenfeld, Colin Basnett, Daniel Salazar, David McDermott, Demeter Dzadik, Fani-Eleni Pandi, Ivan Cappiello, Jeremy Bot, Julien Duroure, Marion Stalke, Nate Rupsis, Sybren Stüvel
People present are referred to by first name for brevity. Others are referred to by full name.
- Google Meet is used for the meeting. Note that there are no recordings of the meeting. This way everybody is free to say or show anything.
- A&R Module Meetings agenda for inclusion in your own calendar
- Previous and next meeting notes
- #animation-module chat channel
- Character Animation Workshop was a blast.
- Wiki page with the schedule, links to relevant documents, etc.
- Content of the Mural board needs to be extracted to an open format.
- Our Blender Conference talk was received very well.
- Demeter: the GP team already talked about more fine-grained undo to speed things up.
- Julien: the patch is at ⚓ T95401 GPencil: Update-on-write using an update cache
- The Definition of Success defined before the workshop was almost met. The goals were:
- The Principles. We have those. Discussions at the conference venue, also with other modules, have reconfirmed them.
Know what we want to have accomplished by the end of 2023 & 2025. We have a broad idea, but not as concrete as we were planning. We wanted:
- Concrete list of use cases, expressed as user stories. We have user stories, but not picked specific ones for “end of 2023/25”.
- Preliminary UI mockups of those use cases. We have mock-ups, which helped a lot during the conference presentation.
- Have an idea on how to start working on this. See below.
- Presentation for the conference ready to practice. This goal was also achieved!
Jason Schleifer, Brad, and Sybren have worked on an overview of broader tasks, and separating them into “Foundational”, “To Explore”, “Ready to Start”, and “Requires Foundation Work”.
- Will be exported to SVG/PDF soon.
- This week Blender 3.4 went into BCON3. This means development now moved into the
blender-v3.4-releasebranch. More info in the wiki article Using the Stabilizing Branch.
Module meetings will be weekly now! Every Thursday 18:00-19:00 CET. Note that The Netherlands is now in winter time, which may cause the meeting time to shift for you.
- The meeting time is not suitable for everybody. There was discussion about having a sync-up hour once per month or so, on a different time/day-of-week. Would be good to have a decision about this.
- Sybren: 3 Thursdays and then 1 Monday?
- Jeremy suggests maybe even alternating, but the rest of the module don’t like the idea.
- Marion: maybe Thursday, before European work hours?
- Sybren: we should do a call-out to the devtalk forum & Mastodon/Twitter. People who are in this meeting don’t count for the sync-up meeting.
- Colin: a strawpoll or something would work probably
f96b729d7b5a: FIX T101275: Regression in NLA causes Actions to be ignored by Context menu
- Fix for a high-prio bug, thanks Nate Rupsis!
78fe6d7ab195: NLA: Push down Action names the Track after the Action
- Done during Brad Clark’s conference presentation Making the NLA tools work for you at 31:32, and reviewed + tested by Jason Schleifer.
- 2c0c43139962: Fix T102221: Entering editmode invalidates the driver associated with that mesh
- 0e0b3d6e1a00: adding defaults for NLA Action scale and repeat
T85870: ColorRamp Keyframes crash Blender
- It seems to be a UI thing, but the UI module isn’t very active in solving this. We may need to put some effort into a fix.
T101130: Regression: Scaling of NLA Strip Via S Hotkey Not Working
- Brad: Thibault is close to a solution. Will follow up.
- T101686: Regression: Weight Painting: CTRL+LClick to select bone does not work if mesh is in front of bone
T100051: Design: Animation Editors UI Redesign
- Taken off the short-term goal list until Animation 2025 has clearer design goals.
- Brad’s looking into consistency issues regarding Meta-strips in the VSE vs. the NLA.
- Marion made a design to get the NLA more consistent with the rest of Blender.
- Brad’s also talking with the Geometry Nodes team to get armature deformers (like advanced delta-mush) in there.
- Christoph started a design task for onion skinning: T102217: Design: Onion Skinning for Blender
Rigify: move under the management of the Animation & Rigging module?
- Module agrees Rigify is too important to just have one contributor work on it.
- Daniel: he and Sarah talked with Ivan. Daniel feels it’s important to separate the core from “modules + really nicely done meta-rigs that can be shared”. Also the facial rigging system is amazing, but feels like too much emulating the past instead of going for its full potential.
- Marion: CloudRig feels like next-level Rigify. Solves issues she often has with Rigify. Maybe also involve CloudRig into our talks?
- Brad: there is a lot of consistency around Rigify, but not enough coordination.
- Daniel: Demeter is already working on bringing some CloudRig features into Rigify.
- Ivan: the effort of this porting is actually done by Alexander Gavrilov.
- Ivan: it would be good to have a wider discussion about what’s missing in Rigify, and what the long-term goals are. CloudRig was meant to implement things for Blender Studio specifically, and not necessarily for wide public use.
Ivan: separates Rigify users into three groups:
- An animator by themselves can easily generate a rig with a few clicks. For Ivan this is the most important aspect of Rigify.
- Mid-sized studios (10-100 artists) can use Rigify to generate custom rigs. This could even be from some shared repository (given enough Python scripting knowledge).
- Large studios might not even be using Rigify, or the same as mid-sized studios.
- Brad: there are already some efforts to convert Rigify rigs to nodes & back again.
- D16336: Rigify: port the ability to generate Action constraints from CloudRig.
- Honorable mention: Jason Schleifer’s first patch: D16353: NLA: Update context menu to include meta strip operators
- Nate: plugs his website Blunder Training, where he offers help to make things easier for people, mostly aimed at people trying to get into Blender development.
- Daniel: where is that list of Geometry Nodes, with features they wanted to get ported to nodes? Because he remembers the animation-related ones being marked as not-yet-ported.
The next meeting will be on Thursday 10 November, 18:00-19 CET (Your local time: 2022-11-10T17:00:00Z). Again it will be open for everybody who’s interested. The provisionary meeting agenda will be linked in the #animation-module channel before the meeting.