General Category > Ongoing Anim8or Development
Figure Editor: Simultaneously Add, Lengthen, Rotate Bones
johnar:
Nice vid Raxx
I see now that neirao was more describing 'the way bones are drawn', which i have seen in other animation programs. Click, drag and rotate new bone in 1 movement.
Yes, definately an easier/faster way to create a rig.
As far as 'moving the bones apart, and
--- Quote ---the ability to also animate the movement and scale of bones
--- End quote ---
, is something i'm not really getting my head around so easily.
But, you guys know what you're talking about, so i'll just keep following this thread and comment as things become clearer.
.....great to see discussions beginning re anim8or rigging and animation.....
Exciting stuff...
davdud101:
+1
I like the info happening in this thread. It's really cool to me...
I particularly like the idea of animatable scale/length to bones, although I'm not a 'heavyweight' animator yet.
Steve:
Give Build 1170 a try!
You can rotate and scale bones when adding them, plus you don't need to specifically select a bone before adding a child bone. For existing bones, I haven't finished allowing both scale and/or rotate simultaneously but they also are easier to select. Note: for the quicker selection you need Fast Select enabled.
Raxx:
Awesome! Works spectacular! I know a lot of people will be happy with this. I know I am ;)
However, things go weird after adding about 30 bones in a chain. If you add bones to preceding bones afterwards, it adds them to different bones than the ones you want, and doesn't follow the mouse.
Figure I'd bring it up here, but is there any way we can get X-Ray wireframe bones option for flat/shaded views? Basically, the bones are rendered always on top in their wireframe form, making them really easy to see and work with. Guess I'll mention alternate bone forms like cubic and lines would be spectacular improvements as well. Probably deserves to be in a different topic :P
Steve:
The 30 levels of bone issue is a limit of the transformation depth supported by OpenGL (that's a minimum - it can be higher). I can work around it (and plan to, some day) but it requires quite a lot of changes to the code so I've rather work on features first.
I should add a restriction in Anim8or so that you can't do this. Strange things start happening when you build a skeleton deeper that 30 levels and start adding objects to some of the interior bones.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version