Difference between revisions of "Dev:Roadmap/Bones"
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(Add inverse kinematic to the roadmap) |
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[DONE] Weighted Binding: Allow to link vertices to a whole skeleton with consideration of bone influence | [DONE] Weighted Binding: Allow to link vertices to a whole skeleton with consideration of bone influence | ||
(TODO) Reverse manipulations for WeightedAverage & Average convert type | (TODO) Reverse manipulations for WeightedAverage & Average convert type | ||
− | |||
- Link to Bone shouldn't be always visible! | - Link to Bone shouldn't be always visible! | ||
(TODO) Implement "Lock Scale" parameter for bone (and supplementary behavior of "Link to Bone") | (TODO) Implement "Lock Scale" parameter for bone (and supplementary behavior of "Link to Bone") | ||
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- Allow to link origin of child bone to the tip of parent bone (???) | - Allow to link origin of child bone to the tip of parent bone (???) | ||
- "Link to Bone" should respect scale checkboxes of "Bone Link" convert | - "Link to Bone" should respect scale checkboxes of "Bone Link" convert | ||
+ | - Bone weight should be linked to the weighted average (???) | ||
(TODO) Duplicate skeleton layer (fix) | (TODO) Duplicate skeleton layer (fix) | ||
(TODO) Remove bones | (TODO) Remove bones | ||
(TODO) Implement skeleton construction tool | (TODO) Implement skeleton construction tool | ||
− | ( | + | [DONE] Skeleton Distortion layer |
− | + | - Grid resolution is hardcoded (should be defined as layer parameter) | |
+ | - The maximum deformation area is hardcoded too (should be defined as layer parameter and editable via handles) | ||
+ | - Consider the bone influence area for deformation | ||
+ | - Get rid of Tile Rendering (optimization) | ||
+ | - Check bone influence formula: http://fooplot.com/plot/tt3pfwdd5d (???) | ||
+ | - "Link Bones" action - allows to link two bones (make them identical) | ||
+ | - "Create Distortion" action - separates selected bones into distortion layer (original bones stay in place) | ||
(TODO) Inverse kinematic | (TODO) Inverse kinematic | ||
Latest revision as of 08:09, 13 May 2014
[DONE] Advanced transformation parameter for Groups [DONE] Transformation widget for Groups [DONE] Use mouse to shift origin of transformation [DONE] Linking Group to bone (using the convert type) [DONE] Allow linking group to bone using right-click (in the same way as "Link to Spline" done) [DONE] Allow to transform group, which is linked to a bone (relative transformation) + Origin problem + Bone scale bug + Group should keep its visible transformation when linked to the bone [DONE] Allow to add new bones via context menu on the canvas [DONE] Fix group transformation in software renderer [DONE] Replace bone tip with a green handle - it should allow to change both rotation and scale [DONE] Cleanup unused bone parameters (pose mode) ++ Fix bugs in Software renderer [DONE] Link vertices to a bone with a right-click (as "Link to Spline" done) [DONE] Allow to manipulate vertices when they attached to the bone + Allow to animate transformation parameter without converting to the Composite [DONE] Allow to animate vertices when they attached to the bone [DONE] Rearrange handles in transformation widget, polishing + Get back feature which allows to change origin by holding "spacebar" hotkey [DONE] Transformation widget: Always keep the same size on the screen + Optimize Software renderer for certain transformation cases [DONE] Visible bones [DONE] Multi-bone influence [DONE] Weighted Binding: Allow to link vertices to a whole skeleton with consideration of bone influence (TODO) Reverse manipulations for WeightedAverage & Average convert type - Link to Bone shouldn't be always visible! (TODO) Implement "Lock Scale" parameter for bone (and supplementary behavior of "Link to Bone") - "Parent" parameter of the Bone shouldn't be expandable - Allow to link origin of child bone to the tip of parent bone (???) - "Link to Bone" should respect scale checkboxes of "Bone Link" convert - Bone weight should be linked to the weighted average (???) (TODO) Duplicate skeleton layer (fix) (TODO) Remove bones (TODO) Implement skeleton construction tool [DONE] Skeleton Distortion layer - Grid resolution is hardcoded (should be defined as layer parameter) - The maximum deformation area is hardcoded too (should be defined as layer parameter and editable via handles) - Consider the bone influence area for deformation - Get rid of Tile Rendering (optimization) - Check bone influence formula: http://fooplot.com/plot/tt3pfwdd5d (???) - "Link Bones" action - allows to link two bones (make them identical) - "Create Distortion" action - separates selected bones into distortion layer (original bones stay in place) (TODO) Inverse kinematic == Related modifications == [DONE] Import images as groups with "Children Lock" enabled (TODO) "Lasso Tool" for images (TODO) Lasso selection mode