I don’t want to go too much in detail here because i am planning to make a tutorial about it, but one thing is for sure: it is possible If you have a bit more experience with GN you might build a quicker one. Also GN might be very slow depending on your node tree. move empties by drivers (or GN) and move your armature with the help of these empties, because GN itself cannot move armatures (but shouldn’t be a problem if you are moving your feet by IK anyway). But (and yes, there are of course disadvantages) you might have to build some workarounds e.g. I can tell you: It is possible with GN and i already made that and saw also others successfully build it. I don’t need nice motions, the only important thing is to keep the feet from sliding on the ground, and have just a simple lift up and put down motion between the steps.ĭon’t let yourself discourage of the answers here. N make its walk slower/faster (with smaller/bigger steps), in all directions (sideways, backwards, etc) without having to animate the whole scene by hand. Improving the plugin system would be a huge task but it would also allow anybody that knows Python to prototype core functions instead of relying on C++ core development. If the scripting API was better, Geonodes could just have been an addon. Ultimately, I think one thing that should take priority is the scripting API, right now it’s basicallly just UI automation and it limits significantly what addons can do, this is why Animation Nodes was never really well integrated into Blender, because it relied on way too much hacks. Blender is a big project, and do a little bit of everything, but let’s be honest, MAYA non destructive modelling system is superior to Blender, CINEMA 4D effector/morgraph system much better than modifiers, so Blender will always be “just good enough” in a lot of domains. I was mad when the devs decided to remove the game engine but now I understand the tradeof in terms of maintenance. If Geometry nodes can completely replace the need for Modifiers which latter is not very flexible, it will be a huge step in my opinion. While Blender gets a lot of funding, it is neither Autodesk nor Maxon who have billions available and don’t rely on volunteers to fix things. You need to find someone willing to work on these and it’s no small task. I don’t think Geonodes is to blame, no more than EEVEE next, for the lack of improvement when it comes to animation, particles or physics. So any improvement in legacy code requires a lot of work.Īs I understand it, Blender’s core data model is a mess and touching anything related to it can bring down the entire application, the result is that some functions have barely evolved since 2.79, for instance some of the things you’ve highlighted. Blender codebase also has a lot of technical debt which makes things even more complicated, thus your point about the mismatch between geometry node system and the rest of Blender. So you need to either commit code yourself and hope it will be merged (hard if you’re not good at math and at C++), contract someone to implement the things you want (costly) or successfully convince a core dev to work on the issue (and there are a lot of issues). I get your point however as I understand things, dev contribution is purely on a voluntary basis. Has anyone tried it before? Or can someone give me a direction to start on? I’ve tried to make it with geometry nodes, but i’m probably way too dumb to make something this complicated. Which would be great, but not really good for all directions and changing speeds. There is a pumpkin sample file on the official blender website with a procedural walking action, but its legs are just snapping from grid to grid, not actually moving.Īlternatively, there’s this simple tutorial: I’m thinking of something similar to those modern game characters where the walking happens somewhat automatically as we move in all directions. I don’t need nice motions, the only important thing is to keep the feet from sliding on the ground, and have just a simple lift up and put down motion between the steps. So I can make its walk slower/faster (with smaller/bigger steps), in all directions (sideways, backwards, etc) without having to animate the whole scene by hand. I would like to create a walking creature, but instead of animating all the limbs by hand, using something more flexible.
0 Comments
Leave a Reply. |