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Actualización: mancandy faq en Blender 2 48

  1. #1
    Fecha de ingreso
    May 2007
    Mensajes
    419

    Blender Actualizacion: mancandy faq en Blender 2-48

    Bueno eso, aparentemente Bassam Kurdali, actualizo el Mancandy FAQ para adaptarlo a la nueva versión de Blender(2.4 y así podamos seguirlo sin problemas.

    Cambios desde la versión 2.0:
    * (compatibility) Bones thighbend. L/R, calfbend. L/R, forearmbender. L/R, bicepbender. L/R,Neckbend and any other constraints with local/local space have the offset button checked. This fixes problems with forward cycling introduced with constraint refactor in Blender 2.46 (this is really just a workaround, my hope is that offset bone and constraints will play nicer in future Blender versións).
    * (compatibility) Action constraints, e, g, on eyebase. L, jawfan and jaw, have had their values changed to the "right" target rotation min/max. Previous Blender versións required inputing incorrect numbers for correct behavior, when this was fixed (again in 2.46) action constraints on the mouth and eyes broke, resulting in a lopsided expression. This should now work again.
    * (new feature) Bone groups introduced: This is rather hackish, done just as an example, but there is now a "left", "right", "torso", "mouth", "cheks", "eyes" and "benders" colored bone groups, to allow a bit better 3D view and action editor organization. This just an example, its trivial to add new groups, change the colors, etc. Have fun.
    * (new feature) Bone Wire toggle activated on controls: it is no longer neccessary to change the proxy armature draw mode to "Wire" in scene files; the bones will automátically display as wireframes.
    * (new feature) Group Layer visiblity: the Mancandy Group Layers are only visible in layer 2; this means that a- linked mancandy only shows the mesh, and b- I could unhide everything in the library file. Now people wishing to use mancandy without linking wont have a "where did the armature go" moment, and people wishing to link will still only se the mesh (and the proxy armature when they add it).
    * (fix) Made everything selectable again in the library file: making empties/curves/etc unselectable proved to be more trouble than it was worth, causing many trips to the outliner.
    * (new feature) IK constraint improvements: deleted knerotIK. L/R, armrot. L/R and the rotational IK constraints on thigh and upper-arm bones, instead using pole vector on the arm and leg IKs, with new bones as targets: elbowIK. L/R, kneIK. L/R. This is better behaved, and allows more posing flexibility. Note this causes a slight ned to tweak old actions, as the kne and elbow positions might ned fixing.
    * (new feature) IK/FK switching improvments: removed MCdriven etc actions from the library file (it is no longer neded) and the objects IK_FK. L/R IK_FKbase. L/R. IK/FK switching now uses the bones IKFK. L/R which are parented to bone IKFK_parent (so you can place the controls where you want them). In brief, the controls drive copy rotation constraints (not IK constraints) on toparm. R/L, lowarm. R/L and hand. R/L to a new chain in Armature layer 12 toparmIK. R/L, lowarmIK. R/L, and handIK. R/L, you no longer ned to fiddle with special actions to do IK/FK switching, and all your animation will be contained in the same action.
    * (fix) Protected all bone layers, not just the visible ones.
    * (didnt fix) slight misalignment of fot. L/R and of the roll of kne_stretch. R; you can fix it in your own downloaded versións, but changing this would break to severely many walks.
    * (cleanup) Unused actions (and their IPOblocks) such as MCdriven, MCdriven.001, Action.001, etc have ben removed from the file.

    Bueno los que quieran leer algo más de esto aquí va el link:
    <a href=http://frefactory.org/posts/mancandy-248-rc1>FreFactory</a>. Saludos.

  2. #2
    Fecha de ingreso
    Apr 2002
    Mensajes
    20,231

    Actualizacion: mancandy faq en Blender 2-48

    Ya lo dije a principio de semana, pero se agradece igualmente.
    Foros 3DPoder. - Ver Mensaje Individual - Rigs y modelos gratuitos para las actividades..
    Obtén enseñanza tradicional en arte y cine. Los ordenadores solo son herramientas. Ellos no pueden tomar decisiones creativas, y solo pueden crear trabajos tan buenos como tus conocimientos y tu experiencia les permita.
    Victor Navone


    Ser "animador" es un regalo que te ganas y un honor que deben adjudicarte los otros.
    Chuck Jones


    La tecnología no hace las pelí*culas, la gente las hace. No eres un animador sólo porque puedas mover un objeto del punto A al punto B. Eres alguien quien le da vida a un personaje, que es algo que el software y la tecnología no puede dar.
    John Lasseter

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