[Bf-taskforce25] defaults & tweaks list

Martin Poirier theeth at yahoo.com
Sun Jul 12 21:48:34 CEST 2009




--- On Sun, 7/12/09, Nathan Vegdahl <cessen at cessen.com> wrote:

> > Quick "mode" already does that,
> 
>    Yup.  And if we make it a tool
> rather than a mode, couldn't that be
> how it always behaves?  To me, anyway, having the
> curves stay
> persistently doesn't really feel compatible with a tool
> mentality.  A
> tool would be, "Stroke, get bones.  Stroke again, get
> more bones."

That's certainly a valid opinion, that's why the two workflows are supported.

> > That's not the only mode of operation
> > though, persistent strokes with overdrawing
> > and adjustment gestures is useful too.
> 
>    Absolutely, the redrawing tools are very
> useful.  But couldn't they
> be made part of the stroke process, prior to right-clicking
> to
> confirm?

If you can think of a way to do that without breaking polyline drawing, please explain.

>    I guess I'm just not seeing the use-cases
> for persistent curve strokes.

It's a matter of workflow preferences. I know Bassam seems to prefer to draw all the similar limbs and then apply the templates on all of them at once.

Note that this is still not "file" persistent strokes they are just "session" persistent, like a multi step tool (except it doesn't block between each step).

>    It would be cool to also, as a separate
> feature, have a
> non-destructive system where the user creates bezier
> curves, which
> then act as a sort of persistent generator of bones. 
> i.e. the bones
> are continuously generated procedurally, so as you adjust
> the bezier
> curve the bones move to.  Then with a multi-tentacle
> monster, for
> example, the curves would be edited to make adjustments
> rather than
> the bones themselves.

Wouldn't that just be a "hackish" way to have spline bones?

Unless you're talking only about the bone creation step and not the animation/deformation themselves.

> And that doesn't really lend itself to
> persistent curves, I
> think.  It's more like a tool for rapidly creating
> bones.

That's exactly the point.

Martin


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