I believe one of the things that came out of SIGGRAPH observations by Blender developers was integrating more node-based features. I don’t believe it was specifically targeting rigging (particles?), but I wouldn’t put it past the BF folks.
well the reason I’m asking… is perhaps me… or several of use Rigging guys need to put this on the wish list (where that is…) and see if they can’t do something with it…
@ revolt_randy
very cool reference … that was an interesting watch… Houdini is one of those programs I have always heard about but never got the chance to get my paws on… Thanks for the heads up…
@norvman: Try out the Houdini Apprentice program, it allows you to download a full working (watermark output) version of Houdini with a render size limit.
Also…PyNodes might be able to achieve some of what you are looking for. For instance, a pynode could examine an object and update a driver with a new scripted expression.
@Atom
Thanks Atom… what I was more getting at was… Making a suggestion to the Blender Coding Crew for Rigging Improvments later down the road… Of Recient times have been playing around with nodes in the Cycles engine… (having never really made a concerted effort to try and use them before) I’m starting to see the reall power in the Node Based user interface system. So I wanted to open a discustion here about it Pro and Con… and see if anyone else thought it would be good to have “Rigging Nodes”…
I also thought that Nodes would make it easier to incorporate alot of the power of Drivers into Rigging in a more User freindly sort of way… as it stands right now Drivers are a bit of a ‘hidden back in the corner’ sort of thing in Blender Rigging… I personally find Drivers to be very very useful… and would like to see them out in the open more… I’m thinking… and I could be wrong… that Nodes could bring Rigging,Constraints, and Drivers together in a more useful sort of way…
IMHO… :o
I’m am not familure with PyNodes… I will have to look into those…