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Feature Request Thread

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slex:
Those three colored rings around selected bones(trackball) rotate bones only toward user.
 
 -With only mouse buttons while without trackball I always know where the bone will go regardless of the view point and move it back after a while- because it rotates them toward workspace
 -Trackball rotations of the bones are unpredictable and require a lot of 'Arc rotate' to fit object to the sight, if I move some bone and rotate the sight few times there is no way to get back the bone on the previous place without using 'undo'.
 
-Simultaneous use of standalone LMB/MMB/RMB and trackball is impossible , so I always use 'select all' and 'toggle trackball visibility' to hide all the rings(thanks kreator), they are making trouble- it would be much better if let's say on the right side of the screen would pop-up the trackball for the selected bone(away from the object).

Raxx:
Hit 'o' for object space/coordinates.

Interestingly, object space doesn't match up directly with the bone axes. However I prefer the trackball object space version since it's not as confusing, which reinforces my opinion that the LMB/MMB/RMB X/Y/Z deal isn't necessary anymore.

slex:

--- Quote from: Raxx on March 23, 2016, 11:10:06 pm ---Hit 'o' for object space/coordinates.
--- End quote ---

 :) didn't notice that before, thanks 4 great advice :-X.

Steve:
Object space is the coordinate system of the bone *after* the X, Z and Y rotations have been applied. The coordinate system of the trackball always has it's X, Y and Z axes at right angles but the bone axes are applied one after another and therefore don't have this property. I.E. the individual X, Y, Z bone axes can show Gimbal Lock but the track ball can't.

johnar:
I've been playing with character animation and it's certainly improved heaps. The trackball is awesome and being able to "key all" and "key selected" bones in scene mode is a real game changer.
 One thing i could think to request at this stage would be to 'show bones only in selected views'(when the bone rotate is selected). I imagine this would work similar to when you choose wireframe view in one of multiple views, and the wireframe shows only in that view.
 The advantage would be that you could animate bones in one, (or more), views, and still have a clean image in the camera view.  ;)

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