Improvements for animators.
Hello everybody, just posting my first Ideas. I'm teaching Blender (for 3 years now), Animated on Blender on a very nice Disney-Channel tv-series "Gus". I supervised the Animation on Blender of another TV-Series; "MushMush" and I just finished a first small but fully Blendered job for Arte France. So yep, I like Blender!
I post 3 Images for a couple of things that could be adressed by the community in a near future.
Image 001: YouTube saves me. (sorry 4this one, but I couldn't resist mentionning this)
Image 002: This one is really important, this for animators having less headaches in the evening and to save their Eyes.
Image003: It would be nice to have all animation-editors together in one Editor-Window.
Thanks for replying :-)
7 Comments
Aspiring animator here who is also working on improving Blender for animators.
Image 001 can be fixed by having better documentation. The whole youtube saves me thing isn't really an issue (Then again I could be biased. I learned my first animation program through youtube tutorials, and youtube is generally the best place for learning)
I don't use the Dope Sheet, as the Graph Editor is more powerful, but I have made a mockup of a merged timeline and animation editors.
Not sure about the first one, it makes sense to me. But some people proposed to get rid of the armature system entirely and just have bones as objects instead.
I think these suggestions would be welcomed there: Animation Editors Paper Cuts - Animation & Rigging - Developer Forum
Also check these:
Thanks L0Lock, // " But some people proposed to get rid of the armature system entirely and just have bones as objects instead. " , I totally agree with this one. // And I checked the others, yes. I could write a book changing things in Blenders FCurve editor, Changing colours etc... . As Sybren asked, I'll split up the images in different discussions. Cheers
That's easier said than done. You don't want to have each bone to be forced to have a unique name within the blend file. You also don't want to loose the ability to reuse the same armature on multiple characters.
So yes, tooling should work (wherever sensible) equally on objects and bones. But to just ditch the armature altogether would likely cause plenty of issues we don't have now.
As far as I'm aware, softwares without armature managed to deal with the issues you mention. Perhaps it is not so much as if ditching the armatures will bring more problems, it is more that the solutions to these problems are different.
But yeah, absolutely easier said than done and perhaps not worth it.
Hi Dominique! Thanks for offering some good ideas :)
Could you split them up, so that each can be discussed (and perhaps implemented & closed) independently?
hi sybren, ok :-)