Hi Arjo..
Thanks for taking time to give your view on this..
The big problem is not with selecting joints.. or other things..(most of the
time)
(If needed, to select joints more easily, you can set Pointsize in the depths
of the Option window, though its odd that this setting is not exclusive for
each object type, so setting it big, makes also SDS points and so big..=)..)
It IS to NOT have to first Select things, but just have the handles for
everything that you need, always visible so you can directly just can click and
drag on a handle....(Without having to select the needed object in the Select
Window, or in the view)
Also why I brought up Joints, was that I meant it would be good to have direct
access to joint handles AND the Object Mode handles at the same time, so you
dont have to go back n forth between the Object Mode and Edit Mode while
animating a character..
Object can be directly Translated just by click n drag them in the View win (RS
autoselect and starts move tool, if you do this..)
So for moving object I dont need it..
But for Rotating, this dont work, then you need to first manually select the
needed object and then yourself activate the rotation tool (either by r key or
drag a handle..)
I have several skels in my setup that I only Rotate and never Translate, and
these skels I would like to be able to have there Rotation Handles to ALWAYS be
visible, even when they are NOT selected, so I can whenever, directly just drag
needed rotation handle...!
Which would increase workflow while animate the character..
Part of your suggestion, to use dummy objects, that is possible, and maybe
animate rotation as input of a dummy objects Translation, then I could click
and drag that dummy to rotate my object... so I might look into that.. but
some input based added stuff can mess up other things.. I have used this
before.. (maybe scripting this might be better)
At times using dummy objects or other additional stuff, works nicely, but I
would rather have more of the features that are already there for the
objects/skeletons to be more easily accessible, since adding stuff slows down
things..
If I find things out I get back..=)
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
Hi Stefan,
Isn't it possible to attach dummy objects to the joints? Then it might even
be easier to select the right joint, as you can use objects with a size that
can be clicked to select more easily.
Arjo.
Hi all..
Is it possible to to set so certain objects Rotation Handles (and maybe
other handles) are Always shown, even when the object is NOT selected..? (And
also Edit Mode handle types always are on even in Object Mode, So that a
skeleton can always be moved with its Object Mode Translation Handle and one
can directly IK/FK on Joints..without having to switch back n forth between the
modes and dont have to first select the skeleton )
(Similar to the Options for SDS objects to show Control polygon OFF, When
Edited and Always)
It would be good for a faster and more intuitive workflow when animating..
So one can just drag the handle directly without first needing to select
the correct object...
Either having this as an per Object setting, and/or that things could get
selected by Mouseover...(things getting Highlighted and selected just when
mousepointer is over it in the view...)
If not possible yet..and if I dont find it in the database.. I will add a
better described report on it into the database..=)
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..