[Bf-committers] Re: Transform Whitepaper

Martin Poirier bf-committers@blender.org
Mon, 16 Feb 2004 12:41:40 -0800 (PST)

I agree. However, it itself, this piece of code does
nothing useful, it only makes sure that the rotation
preview line is drawn correct. The problem is with the
code actually doing the rotation which does not change
the positions of the bones it is rotating.

Anyhow, I agree that this should be changed to allow
different center mode in pose mode.


--- gcbq44@studentmail.umsl.edu wrote:
> Hey guys,
> Sorry to just hop in and take a swipe at a subject
> without commenting more
> throughly upon it, but theeth's post about the new
> transform mode code got my
> attention,
> specifically:
> > /* Always rotate around object centroid */
> > if (G.obpose){
> > 	VECCOPY (centre, centroid);
> > }
> Correct me if I am wrong this is the bit that makes
> bones always rotate around
> their own centers and never the cursor? If so I
> strongly recommend this be
> reconsidered in the new transform code since
> offseting rotation centers for
> posing operations is an incredibly usefull thing
> that is availible in several
> other applications but it is very much missed in
> blender (of course we could
> always constrain bones to empties but thats a whole
> other ball of wax).
> Furthermore it would make things more consitent (why
> should bones be any
> different than any other object when rotation around
> cursor is enabled?)
> Of course this would only work for bones that are
> not 'inversley parented' to
> another bone, so it shouldnt be too hard to do. 
> If I have misconstrued the point of Martin
> (theeth's) post or the current state
> of the transform code I apologize and retract this
> rant ;)
> Cheers,
> Geoff Bantle.
> _______________________________________________
> Bf-committers mailing list
> Bf-committers@blender.org

Do you Yahoo!?
Yahoo! Finance: Get your refund fast by filing online.