> Isn't this already implemented in the existing Node Editor in Blender? > Or did you mean replacing the existing Node Editor by this more powerful > node interface?
Replacing might be a strong word, but collapsing all node views into one generic graph type that's editable and shares nodes equally (even nodes that the developers think don't apply in all modes, because sometimes they prove the most useful in the most random of circumstances). Then take that, and extend it with new node types that could also be used for AI logic, etc. I can't have a shader driven by an armature bone rotation, though, not in nodes, and there's a separation of the Compositor / Texture node tree views. PyDrivers help with this, but in complex rigs they actually make it harder to come back and figure out what you were up to before because you can't see all connections and flows at once. This is a real issue that is hindering Blender users right now-- the rigger on Durian made that node view because he needs this ability to track rig logic. Being able to not only track the logic, but also make connections and test them on the fly from within the node editor would be a major, major addition to Blender's arsenal. A real-world example that's hard to do in Blender: In Maya you can use the blendColors node, which was created specifically for shading, to blend between two sets of skin weights on two sets of joints. If you're doing a biped-to-quadruped rig that blends between two rigs, this is a major feature that you need to make the blend work easily. The quadruped weights on the hip joint, for example, would be different from the biped ones, and as you blend control between the two rigs you can also blend the weights to have a more seamless switch. Also, this means that in the new mode the weights are more appropriate to the current skeleton locomotion style. ~ C _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers