General Category > Ongoing Anim8or Development

Current Development Release - Build 1269, February 14, 2017

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Steve:
Oops!  Anim8or :)

daniel99:
Slex: I just did that. To be honest, never knew this even exists, even though I use anim8or for many years :D

Steve: E-mail sent!

Steve:
Just a note to say that I posted build 1244 with basic IK support in the Scene editor. It's basically the same as before: you can't lock an end effector's position or orientation, but I'm working of that now.

daniel99:
Wow, Steve. Nice!
Only one question: Why did you change the blue box controllers into the outline box? It is kinda confusing when I'm working against a black background or even an image.

And I would like to make a little suggestion. In the figure mode, would be nice to be able to test the IK when rigging. For example, to pick and move the IK controllers and check how the mesh distorts. When we let go the controller, it resumes to the original position.

Also, another feature that I found would be useful: Let's say I rig a high poly mesh, then I add to that same skeleton a low poly version of the same model. Would be easier to H/Shift+H hide the hipoly mesh when animating. In the scene mode, it will only show the lowpoly mesh, and that would help a lot, being able to play the animation in real time. When rendering, I hide the lowpoly mesh and only show the hipoly one.  Now, if I hide the mesh in figure mode, it will still show in the scene mode. I dunno, what do you think about this suggestion?
   Thanks for the update. I really appreciate you're working to fix this amazing feature. I can't wait for the complete IK tool to be ready.
  You rock, man. \m/

Steve:
daniel99: Yes, the IK handle is a bit difficult to see. I'm still experimenting with the IK controls' appearance. I want to show the edit-handles on top of everything so they aren't hidden behind other geometry. There's also too much clutter with multiple IK chains. Stay tuned.

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