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A List of Ideas for Anim8or- Neirao

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neirao:
Steve thanks for answer me..ok :D

about previous answer...

i made the sample for  try show to you, why is need to user INPUT ROTATION.... i hope then undestand...






thank you...

sorry my english..

Neirao - Brazil

Steve:
OK I think I see.  That make sense.  In the Figure Editor the angles represent how far the child bone's coordinate system is rotated relative to it's parents.  In the Sequence editor they represent how the joint angle's rotation relative to the bone's own coordinate system.  (Nice visual descriptions :-)

RnDr FOX:
Neirao......THESE ARE AWESOME SUGGESTIONS!!!!!!!!

I hope that every single one of then are implemented into anim8or

(I really like the material and weight brush one ;))

I like how you use pictures to get the point across.

You get an A+   ;)

thecolclough:
i agree, these ideas are all excellent.  the best one is the one about being able to manually key in rotation values for figure and sequence modes.  on a related point: i've also found that snap-to-grid doesn't seem to affect bone rotation in figure mode.  this can be pretty annoying when i'm trying to build a machine and i need absolute precision.

well, nice one, neirao ;)

neirao:
Thanks so much for all posts about my list...!!! :D

i hope then in future Steve can implemented into anim8or ;)

Neirão-Brazil

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