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Messages - nemyax

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196
Ongoing Anim8or Development / Re: New Fast Select Question:
« on: December 18, 2014, 02:59:42 pm »
RudySchneider
Likewise, Anim8or uses Shift+T to cycle through the modes in the recent builds. But there are no dedicated hotkeys for the modes now that P, E and G are toggles.
How about making them exclusive again and keeping the visual buttons as toggles?

197
Ongoing Anim8or Development / Re: New Fast Select Question:
« on: December 18, 2014, 11:52:39 am »
Steve
Can you devise a way to quickly switch to points-only, edges-only and faces-only selection modes?

198
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.
There should be a generic set of selection conversion commands for each component type, converting the selection to any of the other two component types. Meaning, there needs to be a To Points command for edges and faces, a To Faces command for edges and points and a To Edges command for faces and points. This is so useful that it even works perfectly as the sole component type switching method, as Wings3D will testify.
Also, Steve, a selection of individual points in fast select mode should best be scaled and rotated as a single unit about the points' common centre.

199
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 29, 2014, 07:18:50 am »
I am having trouble with visualising this at the moment
For Rotate Faces, you just rotate them about their normals. In the current build's control scheme, you hold down Ctrl for a normal-based transform. For Scale Faces, you just scale them uniformly.
These particular transforms don't need special treatment when a consistent system is in place. And it should work equally well for transforming edges and faces using whatever axis you choose.

200
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 09:45:39 pm »
I think it's much more intuitive to edit work in the current view, based on what you've selected
Absolutely. Also, each uninterrupted piece of selection should rotate and scale about its own centre. That's a very intelligent default, but not all modelling software has latched on. It took Blender until last year to get support for that option.
Interestingly, that would make the Rotate Faces and Scale Faces tools redundant, because those would just be regular transforms.

201
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 08:29:01 pm »
Steve
Thanks.
What was your pivot idea that didn't work out? Or do you mean the way things stand now?

202
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 04:05:08 pm »
I'm still experimenting with ways to support Z axis movement.
Have you considered introducing 4 toggle-while-held hotkeys (ideally, in a row on the keyboard) for All, X, Y, Z? This method doesn't have to interfere with the click-to-toggle action of the XYZ graphical buttons and can be independent.
F5F8 perhaps?

203
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 02:47:04 pm »
Moving in Z doesn't work.

205
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: October 21, 2014, 02:38:45 pm »
Make View | Frame Selected work for subobject selections.

206
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 08, 2014, 10:37:29 am »
johnar
This is about object mode, not scene mode (as cooldude234 mentioned earlier).

207
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 10:45:59 am »
I suppose you could have like in scene mode where the camera can follow a tagged object, so instead of having to move, turn, move, turn you could snap to object and then just move.
hmm... that actually sounds good.
Some programs have the option of automatically using the current selection as the focal point, and some (Animation:Master) even enforce this. That's one way to approach it.

208
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 10:19:10 am »
Steve
Can you weigh in with your view of the dollying issue?

209
Finished Works and Works in Progress / Re: Paddle Steamer engine
« on: September 15, 2014, 11:50:28 am »
IK would make this setup a piece of cake.

210
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 14, 2014, 07:38:42 pm »
in other 3D modelers I tend to have to rotate the camera 90 degrees to pan it towards the object to rotate -90 degrees
No 3D modeller I've used makes you rotate to pan. You just pan, and that's it. 'Tis a strange story you are telling.

E.g. I have a model of a city, I wan't to work on a particular building; so I would wan't to move the camera to rotate around that building, not the center of the city.
That's precisely what I'm asking for. Once you've focused on the building, the focus should stay on the building, no matter how much you dolly in and out.

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