General Category > Anim8or v0.98 Discussion Forum
Feature Request Thread
nemyax:
--- Quote from: Raxx on January 14, 2016, 03:26:19 pm ---Also the option to be connected/disconnected, which means that when connected, there's no way to move the bone away from its parent bone (the base is stuck to the parent's head). When disconnected it can be moved away. This option becomes important not just for normal animation, but also later on when constraints are implemented.
--- End quote ---
In Blender, this option is there mainly for historical reasons. However, it still matters for auto-IK, which acts only on "connected" chains. If the Blender team were to revise the auto-IK implementation to allow configurable chain length, then the "Connected" option would become redundant, because translation can be locked anyway.
Water Music:
Assuming the root of the bone is the origin and the bone moves in the positive z direction, the obvious center for x and y scaling would be the line where x and y equal 0, i.e. away from the center of the bone. The trick is what to do with vertices that are influenced by the bone that have a negative z value. Do they stretch behind the bone? That could throw the joint off. Do they not stretch? That could throw off the proportion of the limb. Do you take the most negative z value vertex influenced by the bone as the 0-stretch point and stretch out from there? That might cause joint problems as well. I don't have a good answer, I think you'd have to experiment to see which works best.
Raxx:
--- Quote from: nemyax on January 14, 2016, 03:37:11 pm ---
--- Quote from: Raxx on January 14, 2016, 03:26:19 pm ---Also the option to be connected/disconnected, which means that when connected, there's no way to move the bone away from its parent bone (the base is stuck to the parent's head). When disconnected it can be moved away. This option becomes important not just for normal animation, but also later on when constraints are implemented.
--- End quote ---
In Blender, this option is there mainly for historical reasons. However, it still matters for auto-IK, which acts only on "connected" chains. If the Blender team were to revise the auto-IK implementation to allow configurable chain length, then the "Connected" option would become redundant, because translation can be locked anyway.
--- End quote ---
That's true. If Anim8or could lock scale and translation of bones like it can lock/limit rotation, there won't be much use for the connected attribute.
--- Quote from: Water Music on January 14, 2016, 04:05:49 pm ---Assuming the root of the bone is the origin and the bone moves in the positive z direction, the obvious center for x and y scaling would be the line where x and y equal 0, i.e. away from the center of the bone. The trick is what to do with vertices that are influenced by the bone that have a negative z value. Do they stretch behind the bone? That could throw the joint off. Do they not stretch? That could throw off the proportion of the limb. Do you take the most negative z value vertex influenced by the bone as the 0-stretch point and stretch out from there? That might cause joint problems as well. I don't have a good answer, I think you'd have to experiment to see which works best.
--- End quote ---
Your negative z value would indeed scale the other direction. Just like how on your x/y plane, those in the negative quadrants would scale opposite of the positive quadrants. If you don't want such a thing, then either don't assign vertices behind the bone to that bone, or move the bone so that no assigned vertices are behind it.
nemyax:
--- Quote from: Water Music on January 14, 2016, 04:05:49 pm ---The trick is what to do with vertices that are influenced by the bone that have a negative z value.
--- End quote ---
Vertices simply follow the transformations of the bones that influence them, in accordance with the influence factors (weights). If you're giving a bone a negative scale, it's only expected that the vertices will go along.
--- Quote from: Water Music on January 14, 2016, 04:05:49 pm ---Assuming the root of the bone is the origin and the bone moves in the positive z direction, the obvious center for x and y scaling would be the line where x and y equal 0, i.e. away from the center of the bone.
--- End quote ---
A bone should have only one transformation. It's hard enough to get it right with one coordinate system per bone, what with parenting and constraints. Having multiple transformations per bone is just wrong.
Deepthought:
What would be the use case for scaling? besides a GMOD inflator tool type thing
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version