[Bf-funboard] Hello, and transform-modeling centric stuff
theeth at yahoo.com
Tue Nov 7 13:48:32 CET 2006
--- Bassam Kurdali <bkurdali at freefactory.org> wrote:
> > Indeed, you forgot the principal. Any of the
> > previously mentioned transformation (rotate,
> > translate) uses per-data constraint when doing
> > axis constraining in Object Mode. Try it, it's fun
> > (and underused).
> well, but if you select multiple objects with
> different rotations,
> there's no way to make them each use their own local
> y axis in one grab,
> is there?
There is, that's exactly what I was saying. Just
select Local orientation, select a couple objects with
different rotations and press G X X. The object with
the light axis is used for control, the others move
the same amount along their own axis.
> > AFAIK, that's how it works right now already. I
> did a
> > quick test and vertice from the start of a bone
> > deformation selected with vertice from the end
> > transformed (translation) correctly.
> > If you can create a counter example .blend file,
> > like to see it.
> just did a test, and you're right, it works. the
> reason I didn't know is
> that usually I have more than one bone influence per
> vert-if the points
> have more than one bone influence; then each goes
> it's own (crazy) way.
> doesn't seem to be a deep transform issue, more how
> crazy space gets
> calculated. here's an example blend:
> the two points at the "outside" behave fine, and
> have different (single
> bone) weights, while the two in the middle have
> weights painted to both
> bones, and misbehave.
Thanks for the file, I'll dig into it.
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