Nathan Vegdahl nathanvegdahl
  • Amsterdam, Netherlands
  • https://cessen.com
  • Animator, rigger, and software developer. Currently working at the Blender Institute as a developer on Blender's animation system.

    Been using Blender since 1998, and worked on Big Buck Bunny and Sintel (two of Blender's open movie projects).

  • Joined on 2003-03-21
Nathan Vegdahl commented on pull request blender/blender#110566 2023-08-10 16:46:49 +02:00
Animation: Blend To Ease Slider

Missing period. I also briefly found the use of the word "noise" here slightly confusing. Not a big deal at all, but maybe change it to something like "The curve doesn't do what we want beyond our margins...".

Nathan Vegdahl commented on pull request blender/blender#110566 2023-08-10 16:46:49 +02:00
Animation: Blend To Ease Slider

Missing period.

Nathan Vegdahl commented on pull request blender/blender#110758 2023-08-10 16:24:01 +02:00
Bendy Bones: implement a new curve-aware vertex to segment mapping mode.

The problem with that kind of thing is how wide to make it without extra options so that it is useful

Sure, but that's the kind of thing I'm suggesting exploring. If you just don't want to…

Nathan Vegdahl approved blender/blender#110544 2023-08-10 16:05:52 +02:00
Animation: Blend Offset Slider

Looks good to me!

Nathan Vegdahl approved blender/blender#110764 2023-08-10 15:30:38 +02:00
Animation: Common curve drawing for FCurves

Looks good to me!

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:48:59 +02:00
USD: Skeleton and blend shape import

In that case, maybe an option would indeed be good. Although I don't feel strongly about that being part of this PR. It's the kind of thing that can be added later, I think.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:46:48 +02:00
USD: Skeleton and blend shape import

@mont29 informed me that in fact "deform group" is also used in some areas of Blender's code. So never mind! (Might be good to unify the terminology in the code base at some point, but that's…

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:14:29 +02:00
USD: Skeleton and blend shape import

Am still on the fence regarding the bones orientation handling, I have the feeling users won't be very happy the have orthogonal bones if the want to edit their pose or animation... @dfelinto…

Nathan Vegdahl suggested changes for blender/blender#110912 2023-08-10 14:07:28 +02:00
USD: Skeleton and blend shape import

Generally looks good to me. Just some nits. But full disclosure that I only have a cursory knowledge of USD, and am definitely not familiar with its APIs. So this is mainly a Blender-side review.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:27 +02:00
USD: Skeleton and blend shape import

I think this can be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:27 +02:00
USD: Skeleton and blend shape import

I think these can be const...?

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:26 +02:00
USD: Skeleton and blend shape import

I think this can be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:26 +02:00
USD: Skeleton and blend shape import

I think this can be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:25 +02:00
USD: Skeleton and blend shape import

I think this can be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:25 +02:00
USD: Skeleton and blend shape import

I think k, w, and joint_idx (further below) can all be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:24 +02:00
USD: Skeleton and blend shape import

I think this can be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:24 +02:00
USD: Skeleton and blend shape import

I think this can be const.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:23 +02:00
USD: Skeleton and blend shape import

This is probably an unlikely corner case, so maybe not worth the effort. But if you want to take the time:

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:23 +02:00
USD: Skeleton and blend shape import

Same comment here, regarding fixed epsilons. If you decide this is worth addressing, you'll need to move the check into the loop and compute it per bone.

Nathan Vegdahl commented on pull request blender/blender#110912 2023-08-10 14:07:22 +02:00
USD: Skeleton and blend shape import

I think this can be const.