The meeting will be on 2024-07-04T16:00:00Z. It is open for everybody interested to join the video call (link below).
People present are referred to by first name for brevity. Others are referred to by full name.
Present: Cigitia, David W, Luciano Muñoz, Nacho de Andrés, Nathan Vegdahl, Sybren Stüvel
Links
- Video Call. Note that there are no recordings of the meeting. This way everybody is free to say or show anything.
- A&R Module Meetings calendar for inclusion in your own calendar
- Previous & next meeting notes
- Issues & Pull Requests
- #animation-module chat channel
- Draft agenda for any upcoming meetings
New face: Cigitia
- Does programming as a profession and rigging as a hobby, interested in getting into animation.
- Interested in developing on Blender to reduce its paper cuts.
Landed
Names are from the Git log. This list is limited to functional improvements & bugfixes.
*Note: the add-ons section has been removed from this list, as those are now either tracked as ‘core add-ons’ (and thus part of Blender), or as extensions (and thus too external to track here).
Blender
- 09e431c511a: Rigify: mark as support=OFFICIAL (Sybren A. Stüvel)
- 246b317bd4f: Add-on: Rigify, move meta-rigs into a ‘Rigify Meta-Rigs’ sub-menu (Sybren A. Stüvel)
- 3ad753e9f49: Fix: make foot roll rigs work again in Blender 4.2 and later (#4) (Nathan Vegdahl)
- 541e3aae25b: Add-ons: Move Rigify into addons_core (Sybren A. Stüvel)
- c4a7c4e2a1d: Anim: add
ID*
cache of users to Action Bindings (Sybren A. Stüvel) - 5427775fefc: Anim: Theme entry for time visualization (Christoph Lendenfeld)
- 469762fb6b3: Anim: do not visit every F-Curve in
bke::action_foreach_id()
(Sybren A. Stüvel) - 6b3a4cbf466: Anim: Remove F-Curve modifier type ‘Python’ (Sybren A. Stüvel)
- 2536b7dee48: Anim: Remove F-Curve modifier type ‘Filter’ (Sybren A. Stüvel)
- 953b319ea85: Fix #123961: “Only Insert Needed” flag keys objects incorrectly (Nathan Vegdahl)
- 8ecccddf1c3: Fix: Bone wire width not working with curve objects (Christoph Lendenfeld)
- b31d34033a1: Fix: make auto-keying reliably key all needed bone channels (Nathan Vegdahl)
- 1d2cea1e3e3: Show Action Slots (Bindings) in the Action editor (Sybren A. Stüvel)
- 95b3daed5db: Fix: don’t auto-key location on connected bones (Nathan Vegdahl)
Ongoing Work
- High Prio bugs:
- Christoph:
- Christoph’s weekly report
- Bug fixing work.
- Revived: #122481: Anim: Rounded caps for thick bone wires which may land in 4.2
- Nathan:
- Nathan’s weekly report
- A good bit of bug fix work this week.
- Otherwise, still working on the last bits of Baklava keyframing.
- Sybren:
- Sybren’s weekly report
- Meeting with Fiona, Sergey, Dalai, Nathan, and Sybren:
- Updated Baklava Phase 1 planning.
- Aiming to get Phase 1 done in hopefully Q3, maybe Q4 of this year.
- Go for 90% good, the rest will have to be found by people in the community.
- Auto-convert legacy Actions before moving feature out of ‘experimental’.
- Legacy Action API to remain working for single-layer, single-slot Actions.
- Discussed future plans for Animation & Rigging module.
- Slots are now visible in the Action editor!
- #124170: Refactor: Anim, rename ‘binding’ to ‘slot’ and ‘animation’ to ‘action’
- Animator meeting at Blender HQ, with Rik Schutte, Hjalti Hjálmarsson, and Pablo Fournier:
- Discussed the new animation data model again, now in light of what the animators understand after the Binding ⇒ Slot renaming discussion we had previously.
- Hjalti: how do I explain this to my nephew?
- Nathan: if we do this right, you should only need to explain the parts that he actually needs to use, not the whole system, and then he can progressively learn more as needed. E.g. if he’s just inserting and editing keys, then just like now he shouldn’t even need to know actions exist at all yet.
- Hjalti: with the new system, how do we version our animations?
- Nathan: worst case, you can just ignore slots and keep doing things the way you currently do (different action for each object, and duplicate the actions for each new version).
- Nathan: with phase 1 you can also optionally put more than one datablock’s animation in the same action, and then duplicate that action.
- Hjalti: if more than one object is hooked up to the action, then will duplicating it also swap it out on all the objects that use it?
- Nathan: for consistency with other parts of Blender, probably(?) not by default. But we can at least have an operator that does do duplication that way.
- Nathan: in the future we also want to add a feature to explicitly address the versioning use case.
- Hjalti: note that even when animating tightly related objects, we sometimes want to version their animation separately.
- Hjalti: one of the biggest selling points for us of the new data model is the promise of being able to handle animation constraints in the Action, so they always come along with the animation. What are the plans for that? How will it work?
- Nathan: we have several different ideas for this, but we don’t have a solid design yet. It’s also likely to be one of the most challenging features to implement, so it may come later on in development. Would love ideas for how you want it to work from a user perspective, to help inform the technical solutions we explore.
- Hjalti: we need a chance to properly test the phase-1 system in non-trivial projects before it’s taken out of experimental and gets “locked in”.
Filtering
- Luciano: Filter by “type” filters by data type, not by object type. You turn off “by camera” because you want to focus on characters, so it should also disable camera objects.
Help Needed
- #123372: Anim: Action Slots icon: needs design update now that ‘bindings’ were renamed to ‘slots’.
- Sybren will see if Pablo Vazquez is available.
Next Meeting
The next meeting will be on Thursday 2024-07-11T16:00:00Z. Again it will be open for everybody who’s interested. The provisionary meeting agenda will be updated before the meeting.