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