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.
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
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.
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.
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.
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.
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.
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
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.