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Nathan Vegdahl (cessen)
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Projects (9)

User Details

User Since
Mar 21 2003, 7:52 PM (918 w, 15 h)

Recent Activity

Jun 28 2020

Nathan Vegdahl (cessen) added a comment to D8070: Rigify: Clean up Legacy UI.

Some of the original intents and most of the real usage scenarios of your glourious rigs became foggier for us as time passes by.

Jun 28 2020, 11:58 PM

Jun 27 2020

Nathan Vegdahl (cessen) added a comment to D8070: Rigify: Clean up Legacy UI.

I'm all for this! :) And if nuking legacy out would be a step towards this (while keeping it as an external feature set, ideally), I would be happy to help in whatever capacity is welcome.

Jun 27 2020, 12:13 AM

Jun 26 2020

Nathan Vegdahl (cessen) added a comment to D8070: Rigify: Clean up Legacy UI.

One other note, that's not directly relevant here, but I think is somewhat related to removing the original rig types and legacy mode: I think one of the (as of yet) not fully realized benefits of the external library system is to better curate the official included rig types.

Jun 26 2020, 4:35 PM
Nathan Vegdahl (cessen) added a comment to D8070: Rigify: Clean up Legacy UI.

@Alexander Gavrilov (angavrilov) also hosted a legacy features ported to 2.8x but the main thing is this is not maintained anymore by its author (@Nathan Vegdahl (cessen) i believe).
So unless someone claims it as new maintainer my vote is for removing it.

Jun 26 2020, 4:21 PM

Mar 15 2019

Nathan Vegdahl (cessen) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

No objection from me! :-)

Mar 15 2019, 3:05 AM · Add-ons (Community)

Nov 21 2017

Nathan Vegdahl (cessen) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Oh, ha ha! If I'd known you were going to do it, I would have left it to you. Thanks for putting in the time. :-)

Nov 21 2017, 4:03 AM · Add-ons (Community)

Nov 20 2017

Nathan Vegdahl (cessen) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Quick update:
I've started work on this, and discovered that getting Python to load completely external modules isn't quite as simple as I assumed. However, I believe I have a solution, so hopefully I should have something to show in the next couple of weeks.

Nov 20 2017, 7:43 AM · Add-ons (Community)

Sep 16 2017

Nathan Vegdahl (cessen) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Awesome! Looking forward to it! See you guys there. :-)

Sep 16 2017, 1:41 AM · Add-ons (Community)

Sep 15 2017

Nathan Vegdahl (cessen) added a comment to T52757: Rigs GONE?! This is CRAZY!!.

@Brendon Murphy (meta-androcto)
Thanks for updating the notes! That's much clearer. I really appreciate it. :-)

Sep 15 2017, 9:17 PM · Add-ons (Community)
Nathan Vegdahl (cessen) added a comment to T52758: Rigify: feature proposal: allow registration of custom rig types.

Thanks for your explanations, guys! Yeah, I think what you did absolutely makes sense. I hope I didn't come across as complaining, because that is the opposite of my intent. I am incredibly grateful for all the hard work you guys have put in, both in the code and the documentation. Rather, I think this is a great opportunity to make even further improvements to Rigify.

Sep 15 2017, 9:10 PM · Add-ons (Community)
Nathan Vegdahl (cessen) created T52758: Rigify: feature proposal: allow registration of custom rig types.
Sep 15 2017, 12:56 AM · Add-ons (Community)
Nathan Vegdahl (cessen) added a comment to T52757: Rigs GONE?! This is CRAZY!!.

Oops, looks like we posted at the same time. Ha ha.

Sep 15 2017, 12:33 AM · Add-ons (Community)
Nathan Vegdahl (cessen) added a comment to T52757: Rigs GONE?! This is CRAZY!!.

Hi Brendon,
Did you see my comment? I believe that the release notes are extremely misleading, and should be changed. I can file another issue if needed.

Sep 15 2017, 12:30 AM · Add-ons (Community)
Nathan Vegdahl (cessen) added a comment to T52757: Rigs GONE?! This is CRAZY!!.

I'm no longer a maintainer of Rigify, but I also found that note rather strange. I'm also pretty sure it's false, at least as stated.

Sep 15 2017, 12:21 AM · Add-ons (Community)

Aug 8 2017

Nathan Vegdahl (cessen) created T52293: Rigify addon points to old github repo's issues page.
Aug 8 2017, 1:46 AM · Add-ons (Community)

Apr 21 2016

Nathan Vegdahl (cessen) added a comment to D1929: Quaternion SLERP/SQUAD Rotation Modes.

I have a couple of unrelated thoughts about this.

Apr 21 2016, 6:42 AM

Jul 20 2015

Nathan Vegdahl (cessen) added a comment to T43933: Graph Editor: (Auto-)Focusing Channels.

You are making the animator do two steps in order to get both features.

  1. Click on all the eyeball icons of curves to hide all curves that werent clicked
  2. selecting all the channels to get them normalized.
Jul 20 2015, 5:56 AM · BF Blender, Animation & Rigging, User Interface

Mar 19 2015

Nathan Vegdahl (cessen) added a comment to T43933: Graph Editor: (Auto-)Focusing Channels.

@koliz:

If you make the features based on visibility, i.e. Auto Focus to Visible FCurves, the user can only focus to the set of visible curves.
If more than one curve is visible, there is no way to auto focus to one of the visible curves.

Mar 19 2015, 5:38 PM · BF Blender, Animation & Rigging, User Interface

Mar 15 2015

Nathan Vegdahl (cessen) added a comment to T43933: Graph Editor: (Auto-)Focusing Channels.

Yeah, I think splitting it into two options is fine. As I said before, I think the graph editor is due for a spring cleaning, so we can re-examine things then, with better knowledge of what options people actually use, and how people are generally working.

Mar 15 2015, 10:14 PM · BF Blender, Animation & Rigging, User Interface
Nathan Vegdahl (cessen) added a comment to T43933: Graph Editor: (Auto-)Focusing Channels.

Sorry for taking so long to get back to this. I was in the middle of moving, so was quite busy...

Mar 15 2015, 5:55 PM · BF Blender, Animation & Rigging, User Interface

Mar 8 2015

Nathan Vegdahl (cessen) added a comment to D1128: Graph Editor: "Auto-Focus Channels".

I've been thinking about this more, and I might have another solution. What if instead of tying this new mode to selection, we instead tie it to clicking the visibility icon?

Mar 8 2015, 9:42 PM · Animation & Rigging, User Interface

Mar 4 2015

Nathan Vegdahl (cessen) added a comment to D1128: Graph Editor: "Auto-Focus Channels".

Sorry to be so late to the game.

Mar 4 2015, 9:57 PM · Animation & Rigging, User Interface

Nov 12 2014

Nathan Vegdahl (cessen) added a comment to T37417: Default Keymap: Revamp.

The more I think about it and the more I play with my keyboard, the more I'm leaning towards ASD now. I think you're right: the additional comfort outweighs the reduced accessible hotkeys. And as your map in your post above shows, there are nice ways to group tools together for easy/fast access.

Nov 12 2014, 1:47 AM · User Interface, BF Blender

Nov 10 2014

Nathan Vegdahl (cessen) added a comment to T37417: Default Keymap: Revamp.

@DataDay (DataDay)
Good point regarding Modo--I keep thinking of it as just a modeler, but clearly it's a full suite now. But, again, Modo follows the approach of using Alt + Mouse for viewport navigation.

Nov 10 2014, 10:17 PM · User Interface, BF Blender

Nov 6 2014

Nathan Vegdahl (cessen) added a comment to T37417: Default Keymap: Revamp.

@DataDay (DataDay)
It also occurs to me: your point about WASD from gaming is actually an argument in favor of @Paweł Łyczkowski (plyczkowski)'s ASD suggestion, not WER. ASD and WASD share the same resting hand position, whereas WER is both up and over from that.

Nov 6 2014, 10:16 PM · User Interface, BF Blender
Nathan Vegdahl (cessen) added a comment to T37417: Default Keymap: Revamp.

@DataDay (DataDay):
The only full-suite 3d apps I'm aware of that use WER are Maya and 3DSMax. Houdini and Cinema 4D both use ERT, and XSI uses XCV.

Nov 6 2014, 10:02 PM · User Interface, BF Blender

Nov 5 2014

Nathan Vegdahl (cessen) added a comment to T37417: Default Keymap: Revamp.

@ronan ducluzeau (zeauro) I think SDF are better than ERT (or WER) for the transform keys (a.k.a. scale, rotate, and translate).

Nov 5 2014, 9:08 PM · User Interface, BF Blender

Mar 12 2014

Nathan Vegdahl (cessen) added a comment to T38866: After generate the Rigify,it can't work with "Auto IK".

After generate the Rigify,'rig hand.fk' can't work with "Auto IK"

Mar 12 2014, 7:28 PM · Add-ons (Community)
Nathan Vegdahl (cessen) added a comment to T38866: After generate the Rigify,it can't work with "Auto IK".

I'm having difficulty understanding your description of the bug...

Mar 12 2014, 7:17 PM · Add-ons (Community)
Nathan Vegdahl (cessen) added a comment to T39129: Deformation errors with rigify mesh.

Looking at the file, it appears this is just a weighting issue. Rigify doesn't handle weighting at all, it just creates the armature. And the armature itself is functioning properly.

Mar 12 2014, 7:15 PM · BF Blender

Feb 27 2014

Nathan Vegdahl (cessen) lowered the priority of T38866: After generate the Rigify,it can't work with "Auto IK" from 90 to Normal.
Feb 27 2014, 11:11 PM · Add-ons (Community)
Nathan Vegdahl (cessen) claimed T38866: After generate the Rigify,it can't work with "Auto IK".
Feb 27 2014, 11:10 PM · Add-ons (Community)

Feb 14 2014

Nathan Vegdahl (cessen) added a comment to T38589: Added keyframes incorrectly altering animation curve.

Please allow me to point out that bezier curve subdivision is really nothing new.

Feb 14 2014, 9:58 PM · Animation & Rigging, BF Blender
Nathan Vegdahl (cessen) added a comment to T38589: Added keyframes incorrectly altering animation curve.

I agree with Brecht that this is a feature request.

Feb 14 2014, 5:45 PM · Animation & Rigging, BF Blender

Jan 6 2014

Nathan Vegdahl (cessen) added a comment to T37518: Blender Default Settings: Preferences.

@Andrew Price (andrewprice):

The human eye typically sees 40-60 degrees (central angle of view).
By default Blender's camera sees at almost 50 degrees (35mm) so it's actually pretty spot on as it is.

Jan 6 2014, 3:53 AM · User Interface, BF Blender

Nov 25 2013

Nathan Vegdahl (cessen) added a comment to T37518: Blender Default Settings: Preferences.

Yeah, on my (large-ish) laptop I actually have mine set to 55, even. But on my workstation at work, with ungodly huge monitors, I tend to have it set to 40. Again, there's no perfect setting that will work for all setups, so it's just about finding the best compromise between common setups, since most people I suspect don't really adjust that setting.

Nov 25 2013, 11:04 PM · User Interface, BF Blender
Nathan Vegdahl (cessen) added a comment to T37518: Blender Default Settings: Preferences.

If I may be so bold as to make another suggestion:

Nov 25 2013, 8:18 PM · User Interface, BF Blender
Nathan Vegdahl (cessen) added a comment to T37423: Default Keymap: Rework Mode Switching on Objects.

In Maya, holding down spacebar brings up a big multi-menu (Maya calls it the "hotbox menu" IIRC), similar to what Blender used to do pre-2.5. Tapping spacebar maximizes/un-maximizes the currently focused viewport, similar to shift-space or ctrl-up in Blender.

Nov 25 2013, 7:01 PM · User Interface, BF Blender

Nov 22 2013

Nathan Vegdahl (cessen) added a comment to T37423: Default Keymap: Rework Mode Switching on Objects.

With the new keymap I do not want to lock ourselves into
familiarity, but unless there's a really good reason to switch
something away from familiarity I don't think we should.

Nov 22 2013, 8:10 PM · User Interface, BF Blender

Nov 20 2013

Nathan Vegdahl (cessen) added a comment to T37423: Default Keymap: Rework Mode Switching on Objects.

The spacebar is i.m.o. the most precious key.

Nov 20 2013, 8:03 PM · User Interface, BF Blender

Nov 19 2013

Nathan Vegdahl (cessen) added a comment to T37423: Default Keymap: Rework Mode Switching on Objects.

@Jonathan Williamson (carter2422)

I suggest going with @Nathan Vegdahl (cessen) and @Paweł Łyczkowski (plyczkowski)'s method,
using Tab for a enumerated menu of modes.

Nov 19 2013, 11:46 PM · User Interface, BF Blender
Nathan Vegdahl (cessen) added a comment to T37423: Default Keymap: Rework Mode Switching on Objects.

@Tobias Johansson (mutze)

A continuation on wimdbs idea:
I think that a user most often switch between 2-3 modes at on
time/session. Then maybe tabs as in my picture below could
be one solution?

Nov 19 2013, 11:38 PM · User Interface, BF Blender

Nov 16 2013

Nathan Vegdahl (cessen) added a comment to T37423: Default Keymap: Rework Mode Switching on Objects.

Yeah, in the video prior to the one that @Jonathan Williamson (carter2422) linked to ( http://www.youtube.com/watch?v=PaB7r_Q47qk ) I mention that I'm intentionally anticipating pie menus with that choice.

Nov 16 2013, 11:48 PM · User Interface, BF Blender
Nathan Vegdahl (cessen) added a comment to T37420: Default Keymap: Review and/or Rework Selection.

The transform manipulator issue is indeed a bit annoying. But I think it's addressable.
The Maya approach is to make turning manipulators on/off extremely fast and convenient. There is a single hot key for each of the manipulators: "translate", "rotate", and "scale". And additionally there is a "manipulators off" hot key. So when a user wants to select something, and their manipulator is in the way, they can just turn the manipulator off temporarily.
The XSI approach encompasses the Maya approach, but also does something else that's cool: the hot for a manipulator can simply be held down to make the manipulator appear, and then releasing the hot key hides the manipulator again. When I used XSI, this was a super nice workflow, and I wonder if we couldn't take that "hold down to show manipulator" approach.
(I still prefer the pure-hotkey approach the Blender takes without manipulators, though.)

Nov 16 2013, 11:37 PM · User Interface, BF Blender
Nathan Vegdahl (cessen) added a comment to T37417: Default Keymap: Revamp.

The keymap refresh can be done without any additional development

Nov 16 2013, 11:05 PM · User Interface, BF Blender