General Category > Ongoing Anim8or Development

Figure Editor: Simultaneously Add, Lengthen, Rotate Bones

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cooldude234:

--- Quote from: captaindrewi on April 15, 2015, 10:23:24 pm ---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.

--- End quote ---
I'm pretty sure its either a glitch or Steve missed something.
He says

--- Quote from: Steve on April 15, 2015, 07:34:25 pm ---Click-drag the tip to to change length and rotate, elsewhere on the bone to only rotate.
--- End quote ---
But if you click anywhere else it just does the same thing as clicking on the end (which scales and rotates).

Steve:

--- Quote ---But if you click anywhere else it just does the same thing as clicking on the end (which scales and rotates).
--- End quote ---

cooldude234: That comment applies to the "Add Bones" tool when you press the <Shift> key to edit instead of adding, and to the new "Edit Bone" tool that Rotates and Scales.


Steve:
Raxx:
--- Quote ---Disabling "Default Bone Angles" keeps using user-specified default limits, rather than no limits which is what I expected.
--- End quote ---
The title "Default Bone Angles" is a but cryptic. What this does is set all joint angles to their default values (enabled), or show them at the normal 0 degrees (disabled). This hasn't changed from previous builds.

The idea is that you can skin a character in an unnatural pose (like with arms straight to the sides and legs apart) but set the defaults to a more natural pose. This setting allows you to see what skinning does in the default pose.

I don't know how useful this option is - maybe it should be removed. In any event I'll change the name to something like "Show Default Pose".


--- Quote ---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.
--- End quote ---

I'm not clear on what the "parent bone's orientation" means. Do you mean that the new bone rotates in the parent's X-Y plane (i.e. the Z-axis remains parallel to that of the parent)? I agree that it's a bit whacky the way it is now.


--- Quote ---Widgets sure would be nice right about now
--- End quote ---

Agreed. That would fix a lot of issues.

Steve:

--- Quote from: Steve on April 16, 2015, 05:15:48 pm ---
--- Quote ---But if you click anywhere else it just does the same thing as clicking on the end (which scales and rotates).
--- End quote ---

cooldude234: That comment applies to the "Add Bones" tool when you press the <Shift> key to edit instead of adding, and to the new "Edit Bone" tool that Rotates and Scales.

--- End quote ---

OK I see the problem now. With Fast Select disabled it always allows to length to be changed. I'll fix it for the next build - it's just one little negation missing in the code :)

Raxx:

--- Quote from: Steve on April 16, 2015, 05:24:53 pm ---Raxx:
--- Quote ---Disabling "Default Bone Angles" keeps using user-specified default limits, rather than no limits which is what I expected.
--- End quote ---
The title "Default Bone Angles" is a but cryptic. What this does is set all joint angles to their default values (enabled), or show them at the normal 0 degrees (disabled). This hasn't changed from previous builds.

The idea is that you can skin a character in an unnatural pose (like with arms straight to the sides and legs apart) but set the defaults to a more natural pose. This setting allows you to see what skinning does in the default pose.

I don't know how useful this option is - maybe it should be removed. In any event I'll change the name to something like "Show Default Pose".

--- End quote ---
Whoops! I thought you added it as part of the new feature. That explains it :P I never used the default joint limits feature for bones because numerically entering it is a bit tedious, and you can copy and paste keyframes and import/export sequences. But if there was an easy way to set it (like a "Pose Mode" to temporarily drag bones along their limits as if it was in the sequence editor and set the pose), I'd probably use it every time. By the way, when "no limits" are enabled for a bone, shouldn't there still be a default angle the user can still set? It's disabled currently.

Also, a way to temporarily move around bones while seeing what the skinning process does to it, without having to flip back and forth between editors, is a timesaver. So skinning while in "Pose Mode" would be a spectacular way to do this.


--- Quote from: Steve on April 16, 2015, 05:24:53 pm ---
--- Quote ---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.
--- End quote ---

I'm not clear on what the "parent bone's orientation" means. Do you mean that the new bone rotates in the parent's X-Y plane (i.e. the Z-axis remains parallel to that of the parent)? I agree that it's a bit whacky the way it is now.

--- End quote ---
Yeah, something like locking the Z-axis to its parent will probably be a lot better.

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