Tranform global/local/normal (was Re: [Bf-committers] Meeting...)
Ton Roosendaal
ton at blender.org
Wed May 4 16:40:54 CEST 2005
Hi,
I've checked the code... but it's not as simple as I thought.
There's a substantial piece of code separated, to get it in sync I
prefer to code it OK all at once, which will mean;
- moving stats gathering (normal, center, centroid, active, etc) from
manipulator code to the editmodes themselves.
- then both manipulator and transform can re-use the same data.
- will also be much more efficient (cpu wise)
Is on my todo, but I rather concentrate on all the other todos now. If
Martin has time, I rather would see him working on solving negative
scaling issues... or, if he can't, let me give it a try!
-Ton-
>> I agree, it would be nice.
>>
>> Could be done. Local in object mode could be a bit
>> problematic but nothing too hard, and the rest is just
>> making the selector always visible in the header.
>>
>> The problem is I don't have much time, sneaking this
>> in would probably mean pushing back another week.
>
> Let me have a look at this. :)
> To verify; it will work like this:
>
> - the header-menu "global, local, normal" will be always visible
> - on MMB constraint click, it chooses the constraint as indicated with
> the menu
> (falling back to 'local' when 'normal' cannot work)
> - on X, Y, Z hotkey, it uses the menu setting as well.
> (successive X, Y, Z presses will cycle then, as usual)
> - note that in Object Mode, with multiple objects selected, the first
> choice will be limited to Global always.
>
> Martin; I'll try to find a way for manipulators/transform to re-use
> same code for detecting the "Normal" orientation.
>
> -Ton-
>
>
>>
>> Martin
>>
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