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Author Topic: Feature Request Thread  (Read 65324 times)

nemyax

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Re: Feature Request Thread
« Reply #225 on: January 15, 2016, 10:07:51 pm »

What would be the use case for scaling?
A rig with squash-and-stretch capabilities.
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Hypure

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Re: Feature Request Thread
« Reply #226 on: January 18, 2016, 11:06:23 am »

I am building another environment and again I'm thinking, I wish I could "walk forward turn and back"   Maybe that is what the arrow keys could do when not in use. OR maybe on the # pad when # lock is off.
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johnar

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Re: Feature Request Thread
« Reply #227 on: January 19, 2016, 06:01:40 am »

Quote
I wish I could "walk forward turn and back"
If you mean you want your character or camera to "walk forward turn and back", then that's already totally possible.
 If that is what you mean, then post the question in general forum and will try to "walk" you through it.
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johnar

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Re: Feature Request Thread
« Reply #228 on: January 21, 2016, 10:24:58 am »

ahhhh. feature request thread. :)

 Morph sequences would be pretty cool.
 and/or, ability to copy/paste morph keys from one object to other instances of that object in a scene.

 and another one. Key all morphs

 would be 'just dandy'.
 
« Last Edit: January 21, 2016, 10:31:59 am by johnar »
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Sluggs

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Re: Feature Request Thread
« Reply #229 on: February 02, 2016, 07:32:03 am »

I'd really like to be able to lock the knife tools (like I can with the add edge tool), so I can only cut in one direction. :-)

I'd like to be able to start a cut from one point and then make a perfect slice straight up/down/left/right
« Last Edit: February 02, 2016, 07:45:32 am by Sluggs »
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Steve

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Re: Feature Request Thread
« Reply #230 on: February 02, 2016, 04:30:32 pm »

Sluggs
I'd really like to be able to lock the knife tools (like I can with the add edge tool), so I can only cut in one direction. :-)

Ooops!  I missed that.  Wait for the next build, then just disable the X- or Y-axis :)
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Sluggs

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Re: Feature Request Thread
« Reply #231 on: February 03, 2016, 12:50:02 am »

 ;D

That's awesome, thank you!
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Sluggs

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Re: Feature Request Thread
« Reply #232 on: February 11, 2016, 04:51:50 pm »

Steve, any chance you could also make it so we can gridsnap a spline's/knot's control point(s)? It would be very useful! :-) (This is a nice feature of Inkscape and it would be awesome if Anim8or could do this too!)
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Steve

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Re: Feature Request Thread
« Reply #233 on: February 16, 2016, 09:22:48 pm »

Sluggs: Build 1219 supports x/y axis limits for the Knife Cut tool.  Splines points already supported it.  Are you referring to the two ends of the control handles instead?  They aren't snapped because the effect on the spline is non-linear so I'm nit sure how this could be useful.  But if it is I'll add it.
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Sluggs

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Re: Feature Request Thread
« Reply #234 on: February 24, 2016, 04:42:59 pm »

I'm already using it and it works great, and is very useful, thank you! :-)

Yes, I was referring to the two points on the ends of the control handles. If we could gridsnap those, we would have even more control of a spline segment. (I've attached an image to try and show you what I mean) :-)

If I was to position those without gridsnapping them, that curve wouldn't be perfect. Hope that helps. :-)
« Last Edit: February 24, 2016, 04:48:22 pm by Sluggs »
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Raxx

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Re: Feature Request Thread
« Reply #235 on: February 24, 2016, 06:34:12 pm »

A small request: Can the color of outlined subdivision meshes (the outline of the catmull-clark mesh geometry) be changed to a medium gray, and an option to disable it in the Configure->UI dialog for the specific shading modes? The stark-black dense lines on top of the mesh I'm trying to work on get in the way of my modeling process when working with subdivision meshes, and the topo-knife tool doesn't work on subdivision mesh cages when outline is disabled.
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Steve

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Re: Feature Request Thread
« Reply #236 on: February 27, 2016, 01:48:49 am »

Sluggs: grid snap will work with control handles as well in the next drop.

Raxx: How do these look for a lighter control mesh?  Would you prefer a different color? I kept the selected and picking colors the same.  Also, instead of adding an option, I could make this the way it always shows, if that seems OK to you.  And should I make the control cage faces a bit more transparent, especially in wireframe mode?
« Last Edit: February 27, 2016, 01:53:32 am by Steve »
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Raxx

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Re: Feature Request Thread
« Reply #237 on: February 27, 2016, 02:26:42 am »

Hey Steve, sorry if I wasn't clear, it's the lines on the resultant subdivision mesh that would be better being gray and able to be disabled. In wireframe view, it shows the control mesh's lines black and the resultant subdivision mesh's lines gray, I think that gray color (or a few shades darker of the currently applied material?) should be applied to the resultant subdivision mesh's lines in all the views. I have no issues with any of the other aspects such as color, transparency or what-not of the control mesh.

It may be worth experimenting with culling out back-facing/hidden lines on the subdivision mesh, would make it a lot easier to read the resultant subdivision mesh especially if in wireframe view or with semi-transparent materials.
« Last Edit: February 27, 2016, 02:27:54 am by Raxx »
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Sluggs

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Re: Feature Request Thread
« Reply #238 on: February 27, 2016, 05:00:23 pm »

Sluggs: grid snap will work with control handles as well in the next drop.

That would be the icing on the cake for me and Anim8or. I already love her, and now I'm going to have to marry her! :D
« Last Edit: February 27, 2016, 07:36:58 pm by Sluggs »
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ronaldefarmer

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Re: Feature Request Thread
« Reply #239 on: February 27, 2016, 05:11:53 pm »

... it's the lines on the resultant subdivision mesh that would be better being gray and able to be disabled.

I agree. I think that is what I was trying to say in this awkward post a while back: http://www.anim8or.com/smf/index.php/topic,5035.msg37807.html#msg37807
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