General Category > Ongoing Anim8or Development
Trackball Rotation for Bones
johnar:
wow!!! This looks beautifull. Can't wait to try it out later tonite. No doubt will post again regards this first trackball widget. Awesome Steve. And big thanks raxx for your input and help with steve for the design. BIG thumbs up .
cooldude234:
It's a great start for sure!
Just a few suggestions...
A) why use a second circle for the z rotation (the one relative to the view point) when you could use the one that is touching the other axises
B) it would be nice to lock the rotation in an 8 way direction in 45 degree increments (possibly use the shift key for this while rotating) (would be nice when needing to reset the position of the bone)
C) as said before the bone edit tool now doesn't work properly
D) in scene mode nothing with bones work now?
Steve:
neirao: Oops, you're right, that's a bug - the length won't change for then "Edit Bone" tool. I'll fix it. Yes I plan to add the trackball to the Sequence and Scene editors :) .
captaindrewi: I'll look into the crash - do you have a Figure to import that shows this problem? You can e-mail it to me at support at anim8or.com.
As for the slowness, is it slow when you build a Figure from scratch? Is it slow in all of the Figure tools or just some of them (such as the new Rotate Bone tool)?
cooldude234: A) The inner circle doesn't always show - when you are looking directly at one of the axes it is completely covered up. So I added the outer circle for Screen-Z rotation. The inner circle is mostly to show the sphere of the trackball.
D) In the Scene mode you need to use the "Rotate Bone" tool ('hot key 'R') and click on the tip of the bone to rotate it. Anim8or has worked this way forever. (Download v0.98 and it works the same way.) I will be making it more flexible, changing it to use a trackball, etc. but I haven't gotten to the Scene editor yet. Is there something else that's not working?
everybody: Thanks for the compliments :) :) :)
johnar:
Super wow. I'm not having any trouble with this at all. (Win xp and win7). Works like a charm. Can't wait to see this in the sequence and scene editors. If it works this well there, then its a huge step forward for Anim8ors animation system. It really is a whole lot easier, and so far, (in figure mode), glitchless.
Congratulations Steve, (and raxx). This is a real humdinger.!!
Raxx:
Hey Steve, looks and works great! The screen coord axis tabs are an interesting addition. I still think having a world-coordinate mode is important though, and set to be default. Like I mentioned before, the move widget will be worked with world-based the most, and I personally find it more useful to work with bones world-based rather than local..and other programs default to world-based mode too. It'll work well with the coord-mode buttons as well if you can switch from world/screen/local that way.
I have a small change to suggest regarding the arrows. Arrows are more suited for movement indicators, and I get a funky feeling looking at them. I think it'd be nicer to change them to tabs like in the attached image, as it's more neutral but still indicates rotation options. Also, I think scaling the outer circle a bit wider in diameter and making it (and the arrows/tabs) slightly lighter colored than the inner circle will help the user pick it out better.
When working in just one view full-screen, the widget is pretty massive at 20%. Might be better to be around 15% of the workspace width.
Lastly, the widget gets visually blocked by other meshes and bones. Widgets should render on top of everything :)
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