[Bf-funboard] custom/normal/etc view enhancement possibilities

Bassam Kurdali bkurdali at freefactory.org
Thu May 29 02:41:24 CEST 2008


On Wed, 2008-05-28 at 13:41 -0700, Martin Poirier wrote:
> --- On Wed, 5/28/08, Bassam Kurdali <bkurdali at freefactory.org> wrote:
> 
> > First of all, huge thanks to Theeth for custom alignment.
> > This has had a big benefit for modeling and rigging (for me
> > personally)
> > and of course, some wishes/suggestions for discussion:
> 
> I'm very glad someone found that useful. :)
I think it's great when constructing things: models, buildings, rigs,
etc- you often want to define some coordinate system or plane that is
not aligned with anything obvious. (example: rigging fingers where you
want the bones to orient with the (complex) angle of the finger in 3d
space)
> 
> > * we can do object/edge/face/vertex. would be nice to have
> > bone too :)
> 
> Shouldn't be too hard, if Normal Alignement is supported, it can be made into a CTO. Pose and Edit bone I guess?
Yes, that would be great. right now I'm adding extra objects just to
define the alignment, it would be great to just add the first bone , and
define the alignment from it (one less step)
> 
> > * would be nice to do some other operations sometimes (not
> > essential)-
> > 	* like aligning view to custom orientation x y or z, 
> 
> That shouldn't be too hard either.
> 
> Would we also want the reverse operation? (View orientation to CTO)
Yes that could be good too.
> 
> > 	* or even "clearing" rotation to match the custom alignment.
> 
> Not sure if that's what you mean, but there's this:
> 
> >From the header menu:
> Object -> Transform -> Align to Transform Orientation  (Ctrl-Alt-A)
Yes! this is exactly what I meant, thanks a million (sorry I missed it)
> 
> It's in the 2.46 release logs, at the very bottom: "Align to Transform Orientation"
> 
> > Neither of these seem like a big deal, but it would be
> > interesting to see a discussion on taking this feature even
> > further.
> 
> Yes, please discuss away, I'd really like to hear how people are using it and what could be done to make it even more useful.
heh, one of my big requests- and that is the option to make the
user-selected orientation default, with the global modified (i.e. local
x with middle click/ x axis, global x with ctrl-middle click /select
axis), though I would like fine grained tuning (I like keeping x, y, z
to be global hot-keys)
But this is minor, I could always hack my own copy of blender to behave
this way. I'm sure there are much better UI/functionality ideas out
there that exploit the custom orientations. 
> 
> regards,
> Martin
> 
> 
>       
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