General Category > Ongoing Anim8or Development
Figure Editor: Simultaneously Add, Lengthen, Rotate Bones
neirao:
Steve,
forgot to say... 8)
in "Sequence Mode" the rotations of bones no work when i use the views: FRONT,LEFT,RIGHT,BACK
in anothers views work... is a bug?
PS: is amazing the new way for figure mode ;D do you remember my old idea (years ago) for made "FREE ALL BONES button"?
so i think the is more useful if all bones "start free" for all rotations sides (time saved for made the animations)
and when someone no want this, made static manually, lock this bone.. what you and guys think about??? ::)
Raxx:
--- Quote from: neirao on April 08, 2015, 01:23:42 pm --- so i think the is more useful if all bones "start free" for all rotations sides (time saved for made the animations)
and when someone no want this, made static manually, lock this bone.. what you and guys think about??? ::)
--- End quote ---
Actually, I thought about this as well when I tested the latest build. I feel the bones should definitely start with no joint limits. It'll make for a much more freeing experience.
Steve:
--- Quote ---In new bone mode, once you release the mouse button, the endpoint of the new bone is frozen, and you have to switch tools to keep adjusting it. Is that the way it's meant to work?
--- End quote ---
nemyax: In Add Bone mode each click-drag on a bone adds child bone to that bone. You can rotate and scale the bones as they are being added but once you release the mouse click-dragging again will add another bone. It wouldn't be possible to do this if Anim8or allowed you to scale or rotate the bone that you just added.
You can always use the 'R' hot-key to switch to Bone-Rotate to adjust the new bone's angle, and then the 'N' hot-key to switch back to Add Bone.
nemyax:
Steve
Do you think it could be possible to extend "new bone" mode to allow dragging of any bone's start/end point, not just the newest bone's end point? Because that's what we do when we build skeletons—we arrange joints (and let the program derive the bones). This behaviour could be enabled by holding down a modifier key.
neirao:
--- Quote from: Raxx on April 08, 2015, 03:05:57 pm ---
--- Quote from: neirao on April 08, 2015, 01:23:42 pm --- so i think the is more useful if all bones "start free" for all rotations sides (time saved for made the animations)
and when someone no want this, made static manually, lock this bone.. what you and guys think about??? ::)
--- End quote ---
Actually, I thought about this as well when I tested the latest build. I feel the bones should definitely start with no joint limits. It'll make for a much more freeing experience.
--- End quote ---
yes Raxx,
i think that if in "menu>bone editor> bones paramentes" has the button "[reset]" that clear all paraments(must use a loop/matrix for select the bones) no is so hard to start free all bones! and too create a new button [free all] [lock all] etc. :)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version