Hi guys, I wrote to the list about this before but received no response. I don't know when this was changed, but quaternion rotations for objects and bones in Blender are no longer auto-normalized for the user. I am frustrated that a release (2.62) made it out the door with this being the case, as it substantially harms the practicality of animating with quaternions. It is not "incorrect" behavior per se, so I am hesitant to file a bug report. But it is something that needs to be changed.
I think we either need to revert behavior back to how it was before (quaternions being auto-normalized in the transform panel), or find another solution. But as things are right now, quaternions are impractical to animate with in many circumstances (especially doing blocking on characters involving large rotations). I will be happy to provide a technical explanation of why that is the case, but at the moment I am swamped trying to finish my rigging DVD. I just want to make sure this doesn't slip into the next release as well! It is a serious regression. --Nathan _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
