Status report time!

What did you do this week?
I’ve added a Game Engine only option to armatures to choose a “Vertex Deformer.” Here is the message from the commit:

Adding a new choice for vertex deformation for armatures, which can be found in the Armature’s Skeleton panel by the Deform options. Before only Blender’s armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I’m aware of is that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).

What do you plan to do next week?
I’m done optimizing for the time being (although I might play a bit with the RNA caching again). I’ve talked with Benoit, and I’m going to work on some physics with armatures. The plan is to add options to give bones physics shapes and automatic constraints. This will make setting up things like ragdolls easier.

Are there any problems that will require extra attention and what impact will they have on your proposed schedule?

There are currently no problems.

Are there any builds available?

One of the nice things about working with others in the same branch is that there is more interest for that branch, and you can find plenty of Pepper builds on Graphicall.

Thank you to everyone providing builds!

Cheers,
Moguri

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