![]() ![]() Drivers:Īll animation curves in Blender (aka Ipos) now can get a "Driver" assigned, This replaces the time input for a specific animated channel with any value from another Object. Access to these Shapes now has become better integrated in the UI, allowing multiple Object instances to 'pin' individual Shapes and with use of Vertex Groups for blending Shapes. Meshes, Curves, Lattices and Surfaces already could store multiple shapes, animated using animation curves. This enables characters to walk over a path without foot slipping. Using the NLA editor, you can tell an Action Strip to use a specific Bone in an Action to define the striding offsets. Worth noting are the new "B-Bones" (B-spline bones), allowing control over flexible bones, like for spines. In PoseMode, the bones draw color-coded now, to show constraint, actions or IK assigned. There are a number of additional display modes for bones, all tweaked for specific editing purposes. Weight Painting now supports very fast weight group selections and can be applied using X-axis mirroring. You can then further refine them by baking them to vertex groups. Skin weights can now be automatically created from envelope based definitions. Options to use both (mixed) Forward and Inverse IK makes posing characters a pleasure! Skin Weighting: Not only did it become much faster, but it now supports Rotation Limits and Degrees of Freedom, Tree-IK, and IK Target Rotation. With support from Googles Summer of Code – Blender's IK system was fully reworked. All Armature Objects are immediate posable now, without mode changes. Rigging is now much easier with mirrored extrusion and auto-naming, additional selection methods working with bones such as loop and border select, and added bone types (Hinge, Bspline Bones). ![]() This is the first part of our Animation project, and although we cannot show cool images for it, work on the new dependency graph system has proven to be extremely versatile, resulting in amazing speedup and lag-free interactive redraws while editing. ![]() ![]() The Python API for Armature/Pose also has radical changes. Note The changes in the animation system have not yet been incorporated in the game engine, so armatures don't work there. Improvements include fast and easy rigging with added bone types, new display methods, easier and faster skin weighting methods, improved and easier to use deformation methods, completely rewritten Inverse Kinematics system, easier and faster posing, new IPO curves methods, and more robust Actions and NLA tools. The vastly improved animation tools have taken character animation to an inspirational and competitive level. The major additions this release are the Character Animation rewrite, the added Fluid Dynamics system, improved editing and rendering of Particle Based Hair, and the Modifier Stack. De meegeleverde aankondiging ziet er als volgt uit: Blender 2.40:īlender has had another long development cycle resulting in a release packed with rewrites, new features and improvements. Deze veranderingen komen gedeeltelijk door bijdragen van 'The Summer of Code' van Google en het Orange Movie Project. Versie 2.40 is enkele dagen geleden de deur uit gedaan waar een hoop veranderingen in terug te vinden zijn. De vele features voorzien van screenshots en voorbeelden zijn op deze pagina na te lezen voor de geïnteresseerde gebruikers. This is what makes 3D Studio Max still popular for use among animators.De Blender Foundation is druk bezig met de ontwikkeling van Blender, een open source softwarepakket voor 3D modeling, animation, rendering, post-production, interactive creation en playback. But in the rendering process, Blender still takes a long time, while 3D Studio Max does not require a long time in the rendering process. This is because the use of Blender animation software itself is very easy to facilitate its users and Blender's tools and facilities are more complete than 3D Studio Max. This study found that: 3D Studio Max animation software, although widely used by animators, the quality is still below Blender, which is still rarely used by animators. Data analysis uses the ISO 9126 matrix based on the research stages and ends with a checking technique for processed questionnaire data. Data collection techniques used was questionnaires, interviews, and documentation. The research subjects were taken by purposive sampling, consist of 3D Studio Max 3-dimensional users and Blender animation software, as well as experienced animation lecturers. This type of research is descriptive comparative. The quality matrix compared in this study is usability and efficiency. The purpose of this article is to determine the comparison of 3D Studio Max and Blender animation software in terms of software quality in accordance with ISO 9126. ![]()
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