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Author Topic: New Bone Editing Tool  (Read 318 times)

Steve

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New Bone Editing Tool
« on: August 06, 2018, 07:10:42 pm »

As suggested by nemyax in a previous post I'm working on a different way to edit bones (hot key 'J'). I have the first part finished where you click-drag on a joint and it only affects the bones attached directly at that joint. I'm still working on the second part where you can move a group of selected bones.

Please try build 1332 out and let me know what you think, especially the following points:

1. Do you like the new bone joints appearance?

2. Should this new mode be added to the existing Edit Bone tool (hot key 'E') or be a separate tool?

3. Any other feedback is appreciated.

Here's the original video that nemyax posted:

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ianross

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Re: New Bone Editing Tool
« Reply #1 on: August 07, 2018, 10:03:03 am »

Wow, this is amazing! :) thank you, Steve.
« Last Edit: August 07, 2018, 10:04:39 am by ianross »
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nemyax

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Re: New Bone Editing Tool
« Reply #2 on: August 07, 2018, 03:26:00 pm »

Steve
This is awesome news. I tried the new tool, and it worked fine in both ortho and perspective views. I did find a way to break it though =) Tweak the root joint, and downstream joints will start misbehaving.
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Steve

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Re: New Bone Editing Tool
« Reply #3 on: August 07, 2018, 03:30:28 pm »

Ahhh, the root joint! I think I can fix that.
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AlecJames

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Re: New Bone Editing Tool
« Reply #4 on: August 08, 2018, 05:25:07 pm »

1. I like the new bone joints appearance. 

2. As separate tool - the 2 functions are different - one moves all the downstream bones the other just moves the joint?

3. While not related to this change but bone related - In the figure if I set the bone X no limits=unchecked; limits min 0 def 45 max 90.  Then in sequence editor move the bone around a bit, then double click it to get the properties and then click OK, I get "invalid angle: out of range: 0 to 0".  To be honest I can't remember what I was trying to do when I came across this.  Maybe I was trying to set joint angle to a specific value?
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nemyax

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Re: New Bone Editing Tool
« Reply #5 on: August 08, 2018, 05:56:28 pm »

2. Should this new mode be added to the existing Edit Bone tool (hot key 'E') or be a separate tool?
I believe it should replace the Edit Bone tool eventually, because once multi-joint editing is supported, you'll have the exact same functionality in both tools, only performed in slightly different ways.
What's more, Edit Joint in local space could also subsume the bone length tool.
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AlecJames

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Re: New Bone Editing Tool
« Reply #6 on: August 09, 2018, 07:50:05 am »

I'm easy; if both functions are handled in the same tool then one is better.
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slex

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Re: New Bone Editing Tool
« Reply #7 on: August 13, 2018, 01:04:19 pm »

Nice new feature,

it would be excellent if it could be added into "Sequence" and "Scene" mode, as it could be used for morphing
« Last Edit: August 14, 2018, 07:31:27 pm by slex »
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Steve

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Re: New Bone Editing Tool
« Reply #8 on: August 16, 2018, 05:39:52 pm »

The new bone editing tool changed the length of the bones connected to that joint. This is only possible in the Figure editor. It would have to reposition the child bones, rotate them, it some combination to preserve bone lengths.
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