General Category > Ongoing Anim8or Development
Figure Editor: Simultaneously Add, Lengthen, Rotate Bones
davdud101:
Thanks so much for pointing it out, John! I've been in the dark about it for nearly a decade :o
Well I feel like cooldude and I sort of hijacked the topic! Back to discussing Steve's new implementation...
Steve:
cooldude234: Yes, you're right. Anim8or uses the relative screen angle to position bones when you are rotating them. If you are rotating a bone on an axis parallel to the screen then it will rotate directly in to/out of the screen. It's not possible to tell what angle you want from the position of the mouse, so the bone isn't rotated.
I've experimented with other ways to do rotation that might work better. I'll revisit this when I get to updating the Sequence and Scene editors.
Steve:
I posted a new build 1171 that allows you to rotate/change-length-of existing bones in Add Bone mode if you hold the Shift key down. I also added a combination rotate/change-length mode to the toolbar (and plan to remove the old rotate and change-length modes is everyone thinks that's a good idea). Click-drag the tip to to change length and rotate, elsewhere on the bone to only rotate.
I also added Default Joint Settings so you can have any values that you want for the default when adding bones.
Raxx:
Hey Steve, awesome changes. Here's my thoughts:
* Disabling "Default Bone Angles" keeps using user-specified default limits, rather than no limits which is what I expected.
* I think it's safe to remove the rotate and scale bone tools
* Rotating/scaling using the edit or new bone tools snaps the bone to the user's plane of view. I think it should keep it relative to the parent bone's orientation when creating a new bone, and keep it relative to its original orientation when editing the bone. It'll be pretty annoying otherwise when trying to tweak bones that have children (you have to go down the entire chain of bones changing it back to the way it was, since it becomes a domino effect), or when making minor adjustments by itself.
* Having the left/right/middle<->single/add/subtract selection mouse functionality doesn't really make sense with the add/edit bone tools. There's not a whole lot of need for them (use the select tool for multi-bone selection). Instead, something like this might work better (combined with the X/Y/Z axis buttons working on bones):
* Combine the edit bones tool with the add bones tool, and just call it the "Bone Tool" or something
* LMB: Edits bones like it currently does
* RMB: Moves bones
* CTRL: Child independent manipulation is triggered. It'll rotate or move bones without affecting the children. Until you get moving/offset implemented, this could be restricted to just rotating a bone along its roll/Y-axis without affecting the children
* Holding shift activates the add bone functionality, and creates it like the current add bone tool does
* Widgets sure would be nice right about now ;)
captaindrewi:
1171 maybe we just want to rotate without messsing up the scale or scale without messing up the rotate accidentally....just a thought not everyone is an expert.its not as if the menu is overcrowded.
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