[Bf-funboard] General comments and funcionality improvement suggestions , part 3

Nathan Vegdahl cessen at cessen.com
Mon Apr 9 21:26:16 CEST 2012


> 19) Euler default bone creation. I always use Euler,but I
> have to change it everytime when I make a new bone.
> Maybe a setting that can be cosen which behaviour you
> prefer?

I don't think we need a setting.  I'm happy to have the default as
euler.  I actually use quats more often, and I think they are a better
generic rotation system.  But I think most people feel more
comfortable with eulers since the concepts involved are simpler.

The bigger issue is that it's silly that objects and bones have
different defaults for this (objects=euler, bones=quat).  Making euler
the default on bones would resolve that.

--Nathan


On Mon, Apr 9, 2012 at 5:30 AM, Bol Bib <bollebib at hotmail.com> wrote:
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> Alright this is my third batch of general suggestions
> It is again a lot of text ,for which I apologize.
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> 14) User interface windows-> Click and drag not on sides but on intersecting corners to resize windows.
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> Right now if you want to resize an editor to a smiller size you have to select X-axis ,click,drag,then y axis,click drag. Wouldn't it be great just to select the intersecting corners of the editor windows and do this in only one operation?
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> 15)Focus on current frame mode: (dopesheet/fcurve...)
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> When working on your animation,and scrubbing a lot,it would be nice to have a little check on/off mode that keeps the current frame focussed in any editor with keyframes.
> When you scrub in one,the others don't follow and this might be handy for comparison's sake. Just an idea.
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> 16)ColorMarker for Dopesheet entries based on the bonecolors: This is nothing major but I wondered about some sort of color marking for dopesheet/action editor. This would be kinda like the bone coloring schemes.
> I'm asking this because sometimes the dopesheet and other editors can be quite cluttered with entries. If the bone colors are also visible as a colored strip it might be easier to find what you need.
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> I do however recognize that this might be a bit superficial feature. But
>  I just wanted to put it out here,since it could be a huge timesaver.
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> 16 bis) Automatic alternating ordering of Left and right bones ,might speed up the process as well
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> 17) Selection function to select opposite bones (Left/right) .
> Also not quite really necessary but I can remember several times where I would have benefited from this.
>  If you are working on the right arm, and you want to work on the left arm,but copy paste opposite is not what you want,just select opposite would be grand.
> Only should work if you have correct naming conventions ofcourse. (.L and .R)
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> 18)Some little issue I had was with using the dope sheet and action editor. I tried using the 'include channels from objects that aren't visible" mode and toggle it "on" or "off" to hide or show bones from an armature ,but this doesn't work.
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> Needless to say,if you have ,for example, a rig with shapekeys connected to lots of drivers ,things get cluttered really fast. And when animating,it can be quite a chore to find the channel you need.
> And "only inlcude channels relating to selected objects and data" doesn't work if you want to focus on a small selection of bones (for example only mouth shapekey drivers) because if change you selections,other keyframes you want to keep track of disappear as well.
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> So I wondered you could extend this  'include channels from objects that aren't visible" function to the bone level,and not only the object level.
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> another option might be grouping/visibility filter based on bone layers?
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> 19) Euler default bone creation. I always use Euler,but I have to change it everytime when I make a new bone. Maybe a setting that can be cosen which behaviour you prefer?
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> 20)A way to name Armature layers ,so that when I hover above a layer when pressing shift+m in pose mode,I can read what is inside those layers .
> Right now it's trial and error when you get a rig from someone else.
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> 21)Outliner extended filters (like in dopesheet: object,materials...)
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> the "type of information to display "function is quite handy but Sometimes a bit clunky if you want to go more into detail. So I would opt for Filter function like in the dopesheet/curve editor.
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> also possible extra  function
> => Outliner -> filter/show only hidden objects  (to show only hidden items,if you can't find what you hid,quickly)
> Outliner -> filter/show only unselectable objects (same idea but for frozen items)
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> 22) in my opinion it would make more sense to have a dedicated "mode button" for UV sculpt mode & Image paint mode(in UV editor).
> Right now they have their own entry in different menus,but a button would make more sense and is much more clear in which mode you are in.
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> This is how blender works in all other editors (object mode,edit mode,pose mode,action editor mode,greasepencil mode,driver mode...),so why not in the UV editor?
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> The node editor might also benefit from this because now it has it's own look for different modes (shading,texturing,compositing nodes)
> This would unify the blender interface,imo.
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> 23) UV editor  needs a lasso tool (with pressing CTRL) .
> If it's there ,i can't find it.
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> 24) Node editor => Ctrl click title of a node to rename (like in outliner and all other editors)
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> this is also to unify mostly widespread Blender functionality
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> 25)in the properties editor -> Relations ->Child relations (drop down if there are several)
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> Right now you can see the parent (in bone or object properties) but it would be great to also see the children a bone or object has (one hiërarchylevel down). If there are several just use a dropdown to show the different ones.
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> Maybe a "break connection"/"break relationshop" option in that dropdown?
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> 26) I have an issue when duplicating my scene
> If I do copy scene->full copy   -> Animated shape keys don't play
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> shouldn't it be a FULL copy? or is this by design?
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> Those are my little ideas for the moment. Some are major,others are (or seem) easy
> Most would benefit a lot of Blender users (imo)
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> Kind regards
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> Steven
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