General Category > Anim8or v0.98 Discussion Forum
Feature Request Thread
Water Music:
One more tiny thing that would be hugely useful to me. I'd like it if the Edge Property Editor (d-click an edge) displayed the length of the edge. Useful to me because I tend to use Anim8or to draft 3d models of things I plan on making in real life, and sometimes I need to know that sort of thing to get the right materials, etc.
And +1 to adding and removing objects from bones in Scene Editor.
ianross:
+1 I.K
Miatpi:
I have figured out some other requests lately, the thirst is that the orientation for an object in scene mode could be split up in a X, Y and Z rotation what you animate individually. Then it would be a lot easier to animate orientation.
Also it would be helpful if you individually per object could switch their "rotation order", the order the X, Y and Z rotation is counted. This wouldn't just be in scene mode but also work for bones in sequence mode.
Another request I have is that objects in object mode will have an orientation value, like in scene mode. It would make things a lot more flexible.
Raxx:
Ok, I added and +1'ed stuff where I could.
Deepthought, does this sound about right?
* Relative Paths: When opening or saving anything, and no path is set in the configuration, set the default path relative to where the .an8 file is located. (Deepthought)
Miatpi, I understood and added your last request, but I have no idea what you want for the first two. In the graph editor or in the dialog options, you can already individually edit the x,y, and z orientation values, and you can individually rotate around each axis anyway when keyframing. Could you elaborate a little more on it?
Miatpi:
What I mean is, that when I animate the rotation of an object, around the Y-axis for example, there is not only made a keyframe for just the Y-rotation but also for the X and Z rotations as well. Additionally I cant delete the X and Z rotation keyframes at that frame without also deleting the Y-rotation keyframe.
So I can edit the values for each rotation individually, but I cant have a keyframe for just one axis without having a keyframe for the other axises on the same frame as well.
This sometimes mess up animation.
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