General Category > Ongoing Anim8or Development
Trackball in the Scene Editor
johnar:
--- Quote ---Clicking on an unselected bone:
LMB and MMB: deselects everything and selects that one bone.
RMB: Leaves everything selected and selects the bone.
--- End quote ---
Heres an idea.
Keep LMB to deselect everything and select that one bone, and use MMB to turn trackball on/off on that bone!
Steve:
johnar: the reason that I changed the rotations for the LMB, etc. is that that functionality was replaced by the trackball. Then I combined the rotate and bone length functions so you could add new bones very quickly (click-drag to add a new bone in whatever length and position you wanted in one action). New bones are added in plane of the screen.
Given how that worked, when rotating bones directly (i.e. not using the trackball) you click-drag the mouse on a bone using the "normal" LMB and it rotates exactly in the same way it does when you add bones, in the screen's Z-axis.
OK then there are two more mouse buttons. I thought adding the ability to rotate in the screen's X- and Y-axis could use the other buttons - perhaps this is to complex. Those rotations aren't as common and you can always use the trackball. Maybe the best thing to do is keep the rotations the same for all mouse buttons and just change the selection action for the MMB and RMB.
Proposed change:
When clicking directly on a bone (i.e. not the trackball):
LMB rotates the bone in screen Z axis,
MMB rotates the bone in screen Y axis Z axis,
RMB rotates the bone in screen X axis Z axis.
Comments welcome :)
johnar:
Ok. Thanks for that explanation Steve.
--- Quote ---"Then I combined the rotate and bone length functions so you could add new bones very quickly (click-drag to add a new bone in whatever length and position you wanted in one action). New bones are added in plane of the screen".
--- End quote ---
This is totally understandable in Figure mode. Nice one.
When it comes to animating a figure in sequence and scene modes, however,(when not using trackball, and clicking directly on the bone), it is far easier to use the original mouse button functions for rotating a bone along its true axis. (the colored axis paths shown when 'show axis' is turned on)
So, is it possible to keep the original LMB-X axis, RMB-Y axis, and MMB-Z axis, in sequence and scene modes? (When clicking directly on a bone (i.e. not the trackball))
Am also looking forward to others thoughts/comments.
Thanks. :)
Steve:
johnar: I could do this but we need to work out how to select new bones when fast select is off. If the MMB deselects (maybe we can drop this) then it can't be used to rotate, things like this.
Also note that the original colored axis indications are not the same as the axis in the trackball. They are the computer euler angles while a trackball is a orthogonal 3D space representing the current joint's orientation.
thecolclough:
--- Quote from: Steve on November 25, 2015, 07:00:06 pm ---If the MMB deselects (maybe we can drop this) then it can't be used to rotate, things like this.
--- End quote ---
couldn't it be made to work the same as the object-mode move tool does with FS enabled, i.e. a simple click and a click-and-drag do two different things? the logical implementation (at least to my thinking) would be: MMB-click deselects, while MMB-drag moves/rotates. that works pretty well in Object mode.
obviously with FS off, then MMB always moves/rotates rather than deselecting.
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