Re: [Synfig-devl] Bones development

2013-11-29 Thread Carlos López González
Hi Ivan! I'm sorry for the late response. El martes, 26 de noviembre de 2013, Ivan Mahonin escribió: Hi, Carlos! Actual transformation splitted by two parts 'transformation' and 'origin_transformation'. 'origin_transformation' determines rotation center and angles of apllying X and Y

Re: [Synfig-devl] Bones development

2013-11-29 Thread Ivan Mahonin
You can apply the inverse of the matrix of the origin transformation, then the transformation matrix itself, and the restore the origin transformation again by applying the origin transformation matrix once more time. Yes, I has already implemented this solution. But now i understand that

Re: [Synfig-devl] Bones development

2013-11-25 Thread Ivan Mahonin
Hi, Carlos! Actual transformation splitted by two parts 'transformation' and 'origin_transformation'. 'origin_transformation' determines rotation center and angles of apllying X and Y scaling. Also it determines visual representation of transformation handles in workarea. Main condition of such

[Synfig-devl] Bones development

2013-11-24 Thread Carlos López González
Hi! I'm following the changes being made in the bones branch by Ivan. The Transformation class (as a new type) is a great idea and its representation as composite of rotation, translation and both scales is great. From the point of view of the user it is good, because user can fine tune the