- User Since
- Mar 21 2003, 7:52 PM (757 w, 1 h)
Sat, Sep 16
Awesome! Looking forward to it! See you guys there. :-)
Fri, Sep 15
@Brendon Murphy (meta-androcto)
Thanks for updating the notes! That's much clearer. I really appreciate it. :-)
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.
Oops, looks like we posted at the same time. Ha ha.
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.
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.
Aug 8 2017
Apr 21 2016
I have a couple of unrelated thoughts about this.
Jul 20 2015
You are making the animator do two steps in order to get both features.
- Click on all the eyeball icons of curves to hide all curves that werent clicked
- selecting all the channels to get them normalized.
Mar 19 2015
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 15 2015
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.
Sorry for taking so long to get back to this. I was in the middle of moving, so was quite busy...
Mar 8 2015
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 4 2015
Sorry to be so late to the game.
Nov 12 2014
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 10 2014
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 6 2014
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.
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 5 2014
@ronan ducluzeau (zeauro) I think SDF are better than ERT (or WER) for the transform keys (a.k.a. scale, rotate, and translate).
Jul 29 2014
Mar 12 2014
After generate the Rigify,'rig hand.fk' can't work with "Auto IK"
I'm having difficulty understanding your description of the bug...
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.
Feb 27 2014
Feb 14 2014
Please allow me to point out that bezier curve subdivision is really nothing new.
I agree with Brecht that this is a feature request.
Jan 6 2014
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.
Nov 25 2013
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.
If I may be so bold as to make another suggestion:
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 22 2013
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 20 2013
The spacebar is i.m.o. the most precious key.
Nov 19 2013
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 16 2013
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.
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.)