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Changed to Older Releases [builds 1162 to 1230]

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Steve:
Holding down a key vs. a single hit is problematic because it's difficult to tell what exactly you intend to do.

An alternate idea that I've been experiment with is to have a "Go Back" key that would revert to the previous editing mode.  That way you could type 'a' for arrow mode, select things, and then "go back".  The biggest problem I have is deciding on the "go back" key.  I've been saving the F# keys for something very general and I'm thinking of using one of those.

I also have been playing with a "go back" key for the current view, focus, and/or viewport layout, and such. Don't have a good way to combine these into a smooth scheme yet because I haven't done a lot of experimenting so far.

nemyax:

--- Quote from: Steve on January 20, 2016, 05:23:17 pm ---Holding down a key vs. a single hit is problematic because it's difficult to tell what exactly you intend to do.

--- End quote ---
The interpretation of the user's intention would be similar to what standard key repeat does. When you press a character key, you immediately type a single character (or enable a tool), and you have a few milliseconds to release the key before the system goes into repeat mode (or into go-back-on-release mode). If you haven't released it by then, repeat mode must be what you want.

Trevor:
I think steve means he is not sure how to distinguish in programming.

But just in case, lets hold L, what we see on screen with any gaps in time replaced with a space is:
L        LLLLLLLLLLLLLLLLLLLLLLL.
This pause is controled by control pannels typographic rate or something like that.

In VB ther is Key Press, Down and Up events, but quickly testing there is no difference between keydown and keypress... According to the docs, KeyPress should only go once, but I made a button change colour from green to black and it just kept going on both events...
Keyup also applies to both...

Very odd...

The only way I can see to overcome this is to add a timer event and
onKeydown
enable whatever
ToggleON = true //Imediatly assume toggle
If time > x ToggleON = false //time x has ellapsed, no longer a toggle

On KeyUp
if ToggleON = True then ToggleOn=False //reset for next time keyup is checked, dont disable as key was toggle.
if ToggleON = False then Disable whatever //key was held so disable on keyup


Something like that anyway.

Trev

P.S. Oh, I have a feature request, Export Model as shown in frame.

eg, You have a guard figure in a sequence and he is say hunched over, the original object is scarecrow, I would like to export the Hunched over Guard (sequence frame) as an object for printing.

The same princibe could be applied to scene too, although Im not too sure how used it would be.

If the scene also exported the lighting shadows etc then that might come in usefull (Im sure this might have been discussed before and I can always import an unlit level into PG now and export shadows from PG and re-cut the mesh in an8 for final re-import into PG)

kakachiex:
Anim8or v1213 Bug
-vertex don't appear in flat shaded mode
-sometime topo knife don't cut through multi edges or face

kakachiex:
Here is my system info and opengl

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