Hi Nathan, I tried manually typing in non-normalized values in the N key transform panel in the 3d view, and rotating objects/bones after that with transform, but could not see it auto-normalize the values in any version I tested (2.49, 2.57, 2.60, 2.62).
Probably I'm misunderstanding something, but I can't find any traces of this feature. Brecht. On Thu, Feb 23, 2012 at 11:03 PM, Nathan Vegdahl <[email protected]> wrote: > 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
