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Author Topic: manualy rotate bones in figure mode  (Read 9697 times)

skullkrusher101

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manualy rotate bones in figure mode
« on: August 20, 2008, 01:40:21 am »

By manually of course I mean entering in the values like the rotate custom feature in object mode. Can you do it? Havnt seen any option too. It also doesnt even show you any label information while your rotating to give you any idea how far you've gone.

Can anyone help? Already tried the search, came up empty.
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thecolclough

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Re: manualy rotate bones in figure mode
« Reply #1 on: August 20, 2008, 06:20:41 am »

i agree, i've had problems with this before too.  i've noticed that bone rotation doesn't seem to be affected by Snap-To-Grid On, either.

i guess it should theoretically be possible to manually edit the text of the anim8or file in notepad or something, but that's a pretty awkward way to do a simple job, especially if you've got a big file.  :P

- colclough
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skullkrusher101

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Re: manualy rotate bones in figure mode
« Reply #2 on: August 20, 2008, 01:39:10 pm »

So I take it thats a no on that feature then. Well, somehting to consider for the next release then. Both allowing manual keying of bone rotation, and displaying the degree's as a label at the bottom so when your not manualy entering you at least know how far you've gone.

Also one other thing I noticed, in that label in object mode if you rotate an object lets say 20 degrees X then let go. Then rotate it again it only seems to show you how far you are rotating it relative to its new position. It would be nice to also show the degrees relative to its original position as well, In case you need to move it back and dont remember how far you've moved it.
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thecolclough

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Re: manualy rotate bones in figure mode
« Reply #3 on: August 20, 2008, 04:24:27 pm »

... In case you need to move it back and dont remember how far you've moved it.

there's a command somewhere in the menus which will reset an element's orientation to 0 - i think it's Edit > Rotate > Rotate None, although I'm not completely sure.

- colclough
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hihosilver

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Re: manualy rotate bones in figure mode
« Reply #4 on: August 20, 2008, 05:21:49 pm »

Quote
So I take it thats a no on that feature then.
That's not true, you will find that feature.
At the bottom of the anim8or screen there is a bar.  In scene mode it will say your scene name (which by default is scene 01) and in sequence mode, your sequence's name (sequence 01.)
If you click on the plus sign (+) next to the name, then press the + next to "world" (in scene mode) it will have a list of all the elements in the scene or sequence (you will probably have to drag the bar up on the bottom left to see all of your elements).
In scene mode you need to find the figure you put in the scene, then press the plus sign there.
You'll then have a list of all your bones.  Things are made much easier if you manually named the bones in figure mode since you need to find the proper bone, but you can also just select the bone in the viewport and it will highlight in the timeline.
You can then double click what you want to change (each bone will have 3 sections, an X Y and Z value.)  Double click whichever you want at your particular frame and press "Add Key" and change the value to whatever manual value you want.
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skullkrusher101

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Re: manualy rotate bones in figure mode
« Reply #5 on: August 20, 2008, 11:25:39 pm »

Right but I was talking about Figure mode for initial rigging. There doesnt seem to be any way to do that in Figure mode so I dont see how I could possibly make a perfectly symetrical skeleton unless im using nothing but 90 degree angles.

Ill make do I guess. Everyone else has. Small price to pay seeing how great this program is. I tried Max a while back and was never able to get anywhere with it. But now after just a few weeks of using anim8or im already at a point where I can start cranking out models. Just need to get over the rigging/sequencing learning curve and ill be set.

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hihosilver

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Re: manualy rotate bones in figure mode
« Reply #6 on: August 21, 2008, 01:20:43 am »

Ah, you're right about that.
That would be an excellent feature, I agree, and it doesn't seem like it'd be too hard.
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