Animation upgrades too, the latest commits

The core team isn’t focused on animation right now, but Alexander Gavrilov has that covered. This month…

Usability and quality improvements for bendy bones (handles, ect…).
https://developer.blender.org/rB3c0736bc4b88bd4081ab25e2bd99908fb549ded1
https://developer.blender.org/rB25bd9feadb36053bdef938b52f77caf0a34016ad
https://developer.blender.org/rBa33a4e132eef24261b12acecfe69a8d41aebfaa1

An improvement for the Shrinkwrap constraint (not the modifier).
https://developer.blender.org/rBe38a0b3748683a35601c256053f716ad8b57002f

And an overhaul for the Dopesheet.
https://developer.blender.org/rBc7a84c23f11cfccfeacf7ccfdbe7eca967c9b4ed
https://developer.blender.org/rBf250f9256e0654b889971aad50922972fa8ca728

Until the Animation 2020 project kicks in, stuff like this (with the help of the new depsgraph). should serve as nice improvements.

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WOW! Thank you!! I love overhauls. Dopesheet? So Dope!! :smiley:

Wow very nice , animation improvements are always welcome

What is the animation 2020 project?

Tangibly? Nothing.
Supposedly? Ton’s next major goal for blender.

An explanation of it is Blender’s Animation system and core design are from decades ago with the technical limitations of hardware from back then.
Blender 2.8 is modernizing areas all around Blender to bring it up to today’s standards.

Animation 2020 is going to push Blender’s animation system beyond today’s standard and into the future.



That’s basically what it is, a todo list (for animation) with no specific plans.
I’ma look for the specific video where he explains it himself.

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he is in talks with Tangent Animation and Nimble Collective who got top industry animators and TDs like jason Schlifer,Jeff Bell …etc who also contributed with funding developers for 2.8, i think his plan is to have something like in pixar/dreamwoks or better but of course after the everything nodes gets started

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Down at the bottom under Animation tools is the first mention: https://www.blender.org/press/blender-projects-in-2018-to-look-forward-to/
Did a lot of research and was about to give up then found this: https://youtu.be/qJEWOTZnFeg?t=2483
I had thought I found it and was looking for the specific part but this isn’t it either.

So, I give up on looking for the source explanation.


edit: found it




This isn’t 2020 but since Joshua essentially does everything Animation related, his ideas here may go somewhere into it: https://aligorith.blogspot.com/2018/04/future-of-animation-tools-some-wip.html

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sorry but those articles are plans for code quest and near future which Joshua working on them, Animation 2020 is much bigger project if not equal to 2.8 itself…start the video from 41:15 Ton explains exactly what it’s and the studios that i mentioned.
PS: when i said everything nodes, i meant that the rigging process will be node based so not to be confused with “Animation Nodes”.

@Zino.G if you were replying @me and not just trying to clarify for someone else
replies at reply

I hear about animation nodes a lot and I recall trying it but I can never find a situation where I’d want to use it outside of vfx and since I don’t do that, I never think about it.

I’d never confuse everything-nodes with animation-nodes.

I read the post, or at least read a lot of it and skimmed things (I found that months ago)
I already said his post isn’t 2020.

I saw the video (which is why I posted it).


I'm reading your reply as a contradiction to mine but

if that’s what it is then the only contradiction I can discern from it is that you’re saying Animation 2020 is meant to be a new node-based rigging system, designed by top men and inspired by pixar/dreamworks.
The contradiction being you say it’s a specific thing for rigging, and I say it’s a vague thing for animation.

It’s animation workflow/methodology.

Ton elaborates on rigging and drivers in the video and on the news page but the big point of that is for a new animation system.
He does not elaborate on what would actually be new for “animation”, and since Joshua does the animation programming, I believe his blog-post about it would be relevant to it.

A huge upgrade to the way keyframes in the dopesheet are visualized has been committed.
https://lists.blender.org/pipermail/bf-blender-cvs/2018-October/115586.html

It looks something like this.

To note, this mode of visualization is turned off by default (so you will need to turn them on before reaping the benefits).

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Not knowing what the icons mean, this looks really noisy. Though I appreciate the effort to allow for quick distinction of the type of interpolation in the Dope Sheet.

Looks nice, but I need to understand what is happening.

Press V menu to have a reminder to what shape correspond to what interpolation.
Black triangles in shape indicates keyframes corresponding to peaks or bottom of valleys.
A grey triangle happens when channel corresponds to a group/keying set sum-up.
It explains why a top and a bottom grey triangles can be seen at same frame. It corresponds of 2 extremes on different f-curves included in same array.

Another one from mister Gavrilov.
https://developer.blender.org/D3664

The armature constraint has similar properties to the modifier, but it can allow a rigger to create tweak controls for areas already impacted by more than one bone.

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I don’t know exactly what that means, but that sounds super useful. I would love to see a practical example of this being used.

It should be easier to use than several child of constraints and/or copy transforms constraints.
This constraint can help to rig characters with many accessories by using less constraints.

Rigify will probably become simpler by using it.

I don’t know who is this guy Gavrilov but it’s the god send for the blenders animation system he make a lot of improvements!
Another question dope sheet and graph editor are very buggy they crush almost instantly when I move key frames

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Is Alexander Gavrilov a paid developer? Because there is a lot of animation improvement for guy that do in his free time :slight_smile:

Is there a list of the animation improvements that are being worked out?

Jump to Target functionality in the UI.
https://lists.blender.org/pipermail/bf-blender-cvs/2018-November/116468.html

How this helps is that in complex rigs, it’s difficult to locate or select the bone or object that is the target of a constraint, this usability enhancement will try to locate and select the target for you.


It could simply be that he has a lot of free time available and is passionate about coding, as I do not recall hearing about him being on the payroll right now. Other devs. like Campbell and Brecht did amazing things when they developed in their free time as well.

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