[Bf-taskforce25] defaults & tweaks list
Nathan Vegdahl
cessen at cessen.com
Sun Jul 12 23:05:05 CEST 2009
After talking with Bassam a bit, I've re-thought some things.
Getting back to the basics, what actually bugs me is basically the
"toggle this feature on/off" button. I have the same issue with
grease pencil. Both features are like weird sub-modes of Blender,
that subtly change how the UI works (in particular changing what
left-click means). In a way, it's almost like they're separate little
software packages inside of Blender that you start up and shut down.
I'm up for any solution that better unifies them with Blender's UI.
> 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.
This is actually something I was going to discuss separately at
some point... but in any case:
Etchaton right now actually serves two distinct and separate
functions: rig retargeting, and bone sketching. I'm wondering if
there's a good way to separate these functionalities into distinct
tools.
--Nathan V
On Sun, Jul 12, 2009 at 12:48 PM, Martin Poirier<theeth at yahoo.com> wrote:
>
>
>
> --- 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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