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Author Topic: Feature Request Thread  (Read 345546 times)

Water Music

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Re: Feature Request Thread
« Reply #60 on: July 01, 2013, 05:50:12 pm »

One more tiny thing that would be hugely useful to me.  I'd like it if the Edge Property Editor (d-click an edge) displayed the length of the edge.  Useful to me because I tend to use Anim8or to draft 3d models of things I plan on making in real life, and sometimes I need to know that sort of thing to get the right materials, etc.

And +1 to adding and removing objects from bones in Scene Editor.
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ianross

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Re: Feature Request Thread
« Reply #61 on: July 04, 2013, 05:45:53 am »

+1 I.K
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Miatpi

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Re: Feature Request Thread
« Reply #62 on: July 07, 2013, 10:06:21 am »

I have figured out some other requests lately, the thirst is that the orientation for an object in scene mode could be split up in a X, Y and Z rotation what you animate individually. Then it would be a lot easier to animate orientation.
Also it would be helpful if you individually per object could switch their "rotation order", the order the X, Y and Z rotation is counted. This wouldn't just be in scene mode but also work for bones in sequence mode.

Another request I have is that objects in object mode will have an orientation value, like in scene mode. It would make things a lot more flexible.
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Raxx

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Re: Feature Request Thread
« Reply #63 on: July 10, 2013, 06:53:42 pm »

Ok, I added and +1'ed stuff where I could.

Deepthought, does this sound about right?
  • Relative Paths: When opening or saving anything, and no path is set in the configuration, set the default path relative to where the .an8 file is located. (Deepthought)

Miatpi, I understood and added your last request, but I have no idea what you want for the first two. In the graph editor or in the dialog options, you can already individually edit the x,y, and z orientation values, and you can individually rotate around each axis anyway when keyframing. Could you elaborate a little more on it?
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Miatpi

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Re: Feature Request Thread
« Reply #64 on: July 11, 2013, 07:59:51 am »

What I mean is, that when I animate the rotation of an object, around the Y-axis for example, there is not only made a keyframe for just the Y-rotation but also for the X and Z rotations as well. Additionally I cant delete the X and Z rotation keyframes at that frame without also deleting the Y-rotation keyframe.
So I can edit the values for each rotation individually, but I cant have a keyframe for just one axis without having a keyframe for the other axises on the same frame as well.
This sometimes mess up animation.
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Deepthought

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Re: Feature Request Thread
« Reply #65 on: July 11, 2013, 11:10:30 am »

@Raxx: Yes. That is exactly what I mean.

Plus it would be useful to be able to hide faces.
« Last Edit: July 11, 2013, 12:36:22 pm by Deepthought »
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captaindrewi

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Re: Feature Request Thread
« Reply #66 on: July 11, 2013, 09:36:41 pm »

Paint on textures/colour with nicely organised uv map export for further work in 3rd party paint prog ........well...no harm in asking.
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kreator

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Re: Feature Request Thread
« Reply #67 on: July 16, 2013, 03:43:28 am »

Tier1: Ability in Figure mode to select/arrange weight colours.

Scene Mode: Arrow Keys re-assigned to Function Keys, for moving along timeline, and the arrow keys used to tweak model position/ orientation in scene 
« Last Edit: July 19, 2013, 03:13:34 am by kreator »
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captaindrewi

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Re: Feature Request Thread
« Reply #68 on: July 17, 2013, 08:02:07 pm »

Tier 1
when modeling and adjusting with the arrow keys it can after a few manipulations need hundreds of undos to revert :-\
Don't know what others think about this :o or what would be a sensible solution but would perhaps  be good to have a pre arrow key, undo button/box where you specify the number of undo's.

Sorry if there is something to do this already that i have missed.
« Last Edit: July 19, 2013, 02:37:30 pm by captaindrewi »
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kakachiex

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Re: Feature Request Thread
« Reply #69 on: July 19, 2013, 02:48:44 pm »

+1 to 3d widget manipulator
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kakachiex

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Re: Feature Request Thread
« Reply #70 on: July 19, 2013, 03:20:26 pm »

- i will like to see maya style navigation
- 3d widget manipulator, trnslate, rotate, scale
- marking menu for fast selection
- poly groups for fast selection of different areas, hide, show those group areas
here is aa open source gizmo library

http://skaven.fr/wordpress/?page_id=31
https://github.com/CedricGuillemet/LibGizmo
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Miatpi

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Re: Feature Request Thread
« Reply #71 on: July 25, 2013, 05:54:20 am »

Raxx, this may be a bit too late to say it, but I'm a bit worried you didn't really understand my "transparent rendering" request. I meant that the rendered files would be in AVI format (AVI-files can have transparency), and in the list you wrote it would be in image formats. Or maybe I just misunderstood something.
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Miatpi

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Re: Feature Request Thread
« Reply #72 on: July 25, 2013, 08:45:34 am »

Would the ability to bind a modifier to a group be a good idea? Useful if you want to modify a lot of objects and don't want to join them, as you have to do for now if you want to modify them at once. Just a thought.

Another thought I have is that since I requested a rotation value for objects in obect mode, it would be useful if objects could have a scale-value as well. If possible, please make this request is an extension of the last one and not as a separate request.
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johnar

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Re: Feature Request Thread
« Reply #73 on: July 26, 2013, 03:44:42 am »

 Would be nice to be able to 'delete all morphs' in Object mode ? (from selected object)

 It would save a lot of clicking if your object has 20 morph targets to get rid of.  ;)

 and 'key all morphs' in scene mode?

 Currently, when in scene mode, if you have an object/figure loaded, and you delete the first morph key, that particular morph disappears completely from the timetrack. You can import a copy of the object again and the morph target will reappear, but at the bottom of the list.  Its nice to keep all the morph targets together in the list, so to avoid accidentally deleting one further along the timetrack, i am now in the habit of keying all the morph targets 1 by 1, in frame 1.

 Don't think these 2 things have been mentioned, sorry if they have.
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Raxx

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Re: Feature Request Thread
« Reply #74 on: July 26, 2013, 02:08:20 pm »

Ok, added and +1ed where applicable, and changed those requested.

Kreator, what do you mean by Function keys? Do you mean the modifiers (ctrl, alt, shift), or the actual function keys that are exclusive to laptops and some keyboards?

captaindrewi, you can set the undo buffer in the configuration options. But how does this sound:
  • Group Arrow Key Adjustments for Undo: When holding down an arrow key to make adjustments to translation, rotation, or scale, set that entire interval in that direction as a single undo/redo event, rather than each tiny iota.

kakachiex, I did make a radial menu called tWEAK, though I stopped developing it since it seemed to only work on some systems. May or may not be useful to you.
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