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Copy past issue. World-object coordinates issue

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Gyperboloid:
Just some bugs ( tiny  :D) as I remember were there from the 0.97d version ( wich was the first I used and the most here used for a long time). The first is about the copy past command of an item no matter is a mesh or parametric or whatever. I don't know actualy it's a bug or on intence, but when you copy a mesh and past it second time on a row ( the first is ok as it should be, on the exact position as the original ) its new location is kind of higher on y axis and farther on the +x axis. If you keep past it the new copies keep going higher. Maybe I do it wrong way, but when I copy past things usually I want to move them on an axis which meens I want them to automaticaly past on the same location with the original one.

Another one is the world coordinates moving command isuue where the Y axis and the Z axis are reversed. Which means in world coordinates with the left mouse button the object should be moved up and down while with the right mouse button front and back. But the opposite happens: LMB for Z axis RMB for Y axis, which is incorrect. The rotation in world coordinates works right though.Only the "move" command.

And the last one is the object coordinates which do the same thing as the world coordinates, no matter how the axis/pivot of the object is rotated. If the pivot is rotated some amount in pivot axis editor shouldnt in object coordinates the object moving in direction of its edited axis and not as if theworld coordinates were selected?

Steve:
Gyperboloid: Thanks for the post.

1. The paste operation offset is intentional. It adds the first copy in the original location, then offsets each new paste in the X and Y axis. I did this because it isn't easy tell if you accidentally pasted more than one copy.

2. This is a bug. You shouldn't be able to move in the World-Y Z direction when only the Y axis enabled.

3. This is also a bug. The result should be as you expected.

I'll fix these :)

Gyperboloid:
Woh, thanks.
About the paste operation , as I wrote, I thought it could be intentional and for exact reason you described.  :)
That object coordinates was always handy but never available, so it will be superb if it can be usable.
As for Y-Z axes in world coordinates notice that the main bug is the Y-Z reverse, which happens even if all axes are active. Though having Y axis active only and still being able to affect object in Z axis may be another bug itself. Anyway, you know better :)


--- Quote from: Steve on July 23, 2017, 11:51:52 pm ---Gyperboloid: Thanks for the post.

1. The paste operation offset is intentional. It adds the first copy in the original location, then offsets each new paste in the X and Y axis. I did this because it isn't easy tell if you accidentally pasted more than one copy.

2. This is a bug. You shouldn't be able to move in the World-Y Z direction when only the Y axis enabled.

3. This is also a bug. The result should be as you expected.

I'll fix these :)


--- Quote from: Gyperboloid on July 24, 2017, 12:33:09 am ---About the paste operation , as I wrote, I thought it could be intentional and for exact reason you described.  :)
That object coordinates was always handy but never available, so it will be superb if it can be usable.
As for Y-Z axes in world coordinates notice that the main bug is the Y-Z reverse, which happens even if all axes are active. Though having Y axis active only and still being able to affect object in Z axis may be another bug itself. Anyway, you know better :)
--- End quote ---

--- End quote ---


Ahh, Steve! I realized that it could be intentional as well! In perspective view, in scene mode especialy, by the LMB only, while World coordinates enabled, user can "slide" an object on the ground ( X-Z plane ). And that's because the LMB in the up n' down movement affects the Z-axis in World coordinates, though normaly it should affect the Y-axis. If it will affect the Y -axis ( and the RMB the Z-axis and not the Y-axis as it does now, in World coords always ) user will be able to "slide" an object in Y-X plane  by the LMB. Which would be handy if someone would like to "hang " a picture on a wall though  :D .Finaly it only takes to remember that in world coordinates the Y-Z axes are reversed I think.
P.S.: I tested that in the first version of Anim8or originaly posted on September 20, 1999   :)  And it worked as supposed : in World Coordinates LMB for Y and X axes , RMB for the Z axis. And in Object Coordinates ( after a twik on objects pivot ) it also worked as should be. Though after a second ( and I opened before and after the v. 1.0 also ) it turned to have the same behavior as v. 1.0. again. Weird ,but funny.

Steve:
I just about have a fix ready for the rotation issues. I still need to QA it. I've pretty much rewritten the code. I'll post an update soon.

Gyperboloid:
Steve !!! In the new built v.1.0 a  the rotation in the Object Coordinates works perfectly !!! Nice. But it seems to ignore the move command in Object Coordinates and  still has the behavior like in the World Coordinates. I downloaded the file in CoriDavis's post about Object Axis issue, was kind of  not an official built release though ?  ???
And another thing, maybe I can write it here so I wont start yet another topic. I noticed from the build 1152 ( the one I have just before that is the 1146 and it doesn't have that feature, I don't have the in-betweens) , as I remember it's when you changed the way x-y-z buttons were enabled, in Point Editor was added a new super cool way of selecting faces-edges-points. When you use hot keys x-y-z or in tool bar "Component" section, every time one type of elements ( faces-edges-points ) can be selected. When you select an edge then just hit "faces only selected" ("g") and every face to that belong that edge will be selected. The same works in opposite, like from faces to points, select a face, hit "v" and the vertexes of the face will be selected. In addition to the "Grow face selection", "Invert selection", "Select all", " Select face edges" ( this one still works, hot key "t", but removed from Edit Select menu  :P )" Quad Ring and Loop select" and other the selecting possibilities are huge.
But, with the official reales of v.1.00  you removed that possibility . Was all that intentional ??? Don't know what others think about it though.

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