General Category > Ongoing Anim8or Development
Trackball Rotation in the Sequence Editor
Raxx:
I'd forgotten about that kind of linking via ASL.
I know I'm steering the topic shamelessly, but one of the things I was wanting to do when slex asked about it (and one of the examples for why I recently made a post about controller script changes), is to make a "lookAt" script for an arbitrary bone. This is a simple implementation with math of which many examples can be found online, but without the ability to get the position and orientation of a bone, it's nearly impossible to make a lookAt script (or an IK script). Also, things would be simplified if it was just a simple "orientation" parameter rather than separated x/y/z parameters.
Coupled with those changes,
--- Quote from: slex on March 18, 2016, 03:29:50 pm ---...scene mode in Anim8or would be greatly improved if that script could be implemented and used on gui in some next development built, so the bone/s could be controlled with the target directly- the same way as the object,camera or light can...
--- End quote ---
If a few enhancements to interfacing between the user and scripts, such as being able to load scene scripts from the scripts directory as script elements (selectable in a scripts menu), and allowing scripts to set parameters the same way parametric shapes are done (in a dialog box via the GUI), with these parameters being keyable, then lookAt, IK, particles, physics, etc can be implemented via scripts in a user-friendly way. Some of these scripts can, if useful enough, be packaged with Anim8or internally and become an integral part of the animation experience.
Steve:
As I've mentioned before after working on modeling I will be addressing animation. Many of these issues will improve but not necessarily in the ways described here.
johnar:
Toggling trackball visibility seems a bit confusing as is.
(visibility is being turned on and off in regards to order of selection, a shortcut key is needed to toggle visibility in this fashion)
It is also necessary to have the extra option to turn ALL trackball visibility completely off, and stay off until toggled back on. (imho)
Steve:
johnar: I agree, the trackball visibility option is clumsy to use. I'll clean this up. Currently I think that adding a per-bone disable check box in the bone parameters dialog, plus a global button to override this and disable all trackballs would work. (Or possibly a 3-state button with (Use Bone Default)/(Disable All)/(Enable All), or would that be too confusing?
johnar:
Hi steve
Adding a per-bone disable checkbox in the bone parameters dialog could actually be un-necessary.
The option of disabling the visibilty of trackball came about because of the mess created when multiple bones are selected.
Choosing seperately which bones show trackball and which bones don't, may in reality not be an easilly workable option. (when working intertmittently with single then multiple bones, it would be near impossible, in most cases, to know beforehand which trackballs you need to hide.) (if this doesn't make sense, let me know and i'll try explain more clearly).
My feelings are that a simple Disable All and then Enable All, would be a good place to start. Perhaps an on/off button in the top(?) toolbar, backed up with a shortcut key, may be all that's required....
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