General Category > Ongoing Anim8or Development
Current Development Release - Build 1269, February 14, 2017
nemyax:
Steve
Right now RMB-dragging an effector moves it towards or away from the user, and MMB-dragging doesn't do anything at all. The RMB behaviour is consistent with the rest of Anim8or (even though it's hardly useful in this case), but how about making the MMB-drag control the IK chain twist? Imagine the MMB-drag modifying the rotation keys on bones so that the entire chain swings about the axis that goes from the chain start to the chain end.
I also think that the Lock Position check box would be more aptly named Animatable position.
Steve:
johnar:
--- Quote ---Does this mean... when you click on the little '+' box ..."
--- End quote ---
Yes :) It's more code that I first thought because I never went back and cleaned up all the original track-bar routines after I threw them together - and they're a mess. So I'm still trying to decide the best way to approach it.
daniel99: Adding a separate IK constraint for the foot should work fine now. There are a lot of additional ways to go with the IK controls. Now that the basic interface is more or less working as I had wanted it to, it's time to experiment with more "features"; things like not rotating child bones, attitude constraints (i.e. orientation) in addition to position, partial constraints (e.g. Z >= 0 to keep an effector from going below the ground, hierarchical IK chains. If Anim8or had collision detection (maybe someday ...) that would be an ideal constraint. as well.
Wow, 100000 beers! I'd have to buy a big villa to store it all until it we could drink it :)
nemyax: Agreed, constraints are very useful. Are there any that you thing are particularly useful? Agreed that we need a way to twist IK chains - the MMB might work but it wouldn't allow all rotational directions.
animaniac: A weighted move tool to deform meshes is a great idea. It is on "the list" of potential things to do. I'll look into it when I get back to the modeling tools. I have a few things to clean up there before I make an "Official Release".
And thanks, everybody, for your encouraging comments
nemyax:
--- Quote from: Steve on October 26, 2016, 04:18:38 pm ---Are there any that you thing are particularly useful?
--- End quote ---
Well the usual ones for a start:
* Look at (aim at)
* Parent (child of)
* Orient like (copy rotation)
* Limits (as you mentioned)Later, all kinds of luxury could be added, like Stick to Surface =)
--- Quote from: Steve on October 26, 2016, 04:18:38 pm ---the MMB might work but it wouldn't allow all rotational directions
--- End quote ---
Why do you think it wouldn't allow them? Do you mean the limits on bones might prevent them?
johnar:
--- Quote ---johnar:
Does this mean... when you click on the little '+' box ..."
--- End quote ---
--- Quote ---steve:
Yes :)
--- End quote ---
Good 1.Thanks steve
....still exploring the latest drop....nice one....
animaniac:
My favorite tip in sketchup is very simple, yet extremely useful: box selecting going from left to right selects everything in the box, while right to left only selects entities entirely in the box. Would enjoy something similar in anim8or.
Another select tool I'd use is a sphere select, where you click hold a point in the 3D, then drag away to show a sphere around this point and select all entities inside. No idea if it has been done before.
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