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Author Topic: New Point Editing Rules: New build 1143  (Read 14599 times)

Deepthought

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Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
« Reply #15 on: December 06, 2014, 02:28:51 am »

you can still accidentally delete geometry in hidden and locked layers.

I can lock the layer and anim8or will still select and delete points from objects in the locked layer
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Raxx

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Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
« Reply #16 on: December 06, 2014, 05:31:57 am »

Very Cool Steve! Scaling is much more natural now, thanks! Are you going to do the same for rotation? Are you considering different pivot options (Midpoint/Pivot/Origin/Camera) as well?

I've been playing with points again, and have two comments:
  • Double the radius of picking again for both solo and P/E/F mode. It's almost there, but it still needs a little more oomph to get it into "the zone" ;)
  • Points are still very hard to pick up when all P/E/F is enabled. For example, take a sphere, convert to mesh, then try fast edit mode on it. It just doesn't want to pick up points most of the time (in flat/shaded views--wireframe is ok though could use a larger radius for points). Points should have a much higher priority and picking radius than the edges and faces.
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kreator

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Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
« Reply #17 on: December 06, 2014, 06:59:19 am »


    Points are still very hard to pick up when all P/E/F is enabled. For example, take a sphere, convert to mesh, then try fast edit mode on it. It just doesn't want to pick up points most of the time (in flat/shaded views--wireframe is ok though could use a larger radius for points). Points should have a much higher priority and picking radius than the edges and faces.[/li][/list]


    Agree with that, its very frustrating trying to pick points and I assume we are talking 1140 build.
    « Last Edit: December 06, 2014, 07:00:26 am by kreator »
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    Steve

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #18 on: December 06, 2014, 07:20:52 am »

    Yes, I'm aware of how difficult it is to pick points. I'm looking into a couple of possible improvements. Stay tuned to this channel ...
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    johnar

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #19 on: December 08, 2014, 02:41:17 am »

     One thing i've noticed is, when you deselect fast-mode, the P/E/F buttons stay selected.
     Don't know if this is just an oversight for now, but has potential to confuse, especially newer users.
      I'm just of the mind that, when exiting fast-mode, therefor reverting to classic an8 behaviour, that the P/E/F buttons should also revert to classic. ie: only 1 selected at a time.
     Perhaps not a biggy, but helps keep it simple, especially if you're new to Anim8or.
     
     
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    CrashDrive

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #20 on: December 08, 2014, 03:06:28 am »

    I agree with johnar concerning the buttons. I actually find it a bit strange working with multiple buttons active.

    In Normal or Fast it seems points are no longer selected with the edge as in previous versions.
    That came in handy for locating a hidden point.
     
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    Raxx

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #21 on: December 08, 2014, 03:17:20 am »

    Well, I'm in disagreement. I think having global multi-toggle for P/E/F is great, and newcomers would be used to keeping it in mind since they don't have prior experience with being stuck with just one element at a time.

    Selected edges w/ points attached was pretty useful, though, and I can't see any harm in re-implementing it with the current system.
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    Steve

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #22 on: December 08, 2014, 04:55:44 am »

    Selecting points when an edge is selected is very easy to do. I kept them separate to see if there was a use for that. Let me know what you think about this.
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    johnar

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #23 on: December 08, 2014, 08:18:29 am »


    Points selected when edge selected:
    Quote
    That came in handy for locating a hidden point.
    Yes, i've done the same many times. Sometimes you need to move a point to move the edge attached. When the point is hidden by a cluster of other points, the easiest way to locate the correct point is by selecting the edge and following it along visually until you can see the point at the end of it. Has been a lifesaver at times, 1 example which comes to mind is when morphing a mouth with a lot of teeth.  You've made an open mouth morph from a semi closed mouth, and all is good except you've dropped one point from 1 of the teeth, leaving him/her with a pointy fang, instead of a nice square(-ish) tooth. So you go in to fix it and cant locate the right point because its hiding behind all the lip and other teeth points. By selecting/highlighting the tooth edge,  you can then easily locate the hidden point because it is also highlighted at the end of the edge.

    Quote
    Well, I'm in disagreement. I think having global multi-toggle for P/E/F is great, and newcomers would be used to keeping it in mind since they don't have prior experience with being stuck with just one element at a time.
    Thats a fair enough thought raxx. I suppose it has become a habit working with 1 choice at a time, and a new user would know no different to begin with.
      Its just caught me out a few times now, and i find myself unselecting the ones i'm not immediately using. But i think you're right. Overall its more efficient to not have to be stuck with just one element at a time. I'll just agree with crashdrive and say.
    Quote
    "I actually find it a bit strange working with multiple buttons active.
    Will probably be more comfortable with it once i kick the old habit.


    « Last Edit: December 08, 2014, 08:21:08 am by johnar »
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    Steve

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #24 on: December 08, 2014, 05:22:45 pm »

    You can also use the "T" hot key to toggle through:

    Points-only --> Edges-only --> Faces-only --> All-P+E+F --> Points-only

    So if you like having just on thing selected at a time just hit the T key a time or two to change modes.
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    Trevor

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #25 on: December 08, 2014, 11:33:13 pm »

    I Like the current setup with being able to select P/E/F's all at the same time or optionally.

    Trev
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    johnar

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #26 on: December 09, 2014, 07:57:20 am »

    Quote
    You can also use the "T" hot key to toggle through:
    Points-only --> Edges-only --> Faces-only --> All-P+E+F --> Points-only

    Nice one Steve
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    Gyperboloid

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #27 on: December 10, 2014, 12:58:21 am »

    I guess must get used to it. About that "T" shortcut speaking: the "t" shortcut for the " select face edges" command disappeared . Is that because of the "T" shortcut or you just simply changed it and forgot it?  ???
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    ronaldefarmer

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #28 on: December 10, 2014, 03:16:49 am »

    I was wondering about that too; was removing the keyboard shortcut for "select face edges" intentional?
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    johnar

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    Re: New Point Editing Rules (was: "Trial build 1139 with different ...")
    « Reply #29 on: December 10, 2014, 10:40:15 am »


    Quote
    Posted by: Gyperboloid
    on: Today at 12:58:21 am
    I guess must get used to it. About that "T" shortcut speaking: the "t" shortcut for the " select face edges" command disappeared . Is that because of the "T" shortcut or you just simply changed it and forgot it?  ???
    Quote
    Posted by: ronaldefarmer
    on: Today at 03:16:49 am
    I was wondering about that too; was removing the keyboard shortcut for "select face edges" intentional?

    Never noticed that. Hopefully theres other options for toggling through the selections then, if thats the case..
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