Animation refinement

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Animation refinement // Feature suggestions

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Post by Igor K Handel // Apr 23, 2008, 10:39am

Igor K Handel
Total Posts: 411
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A couple of useful animation features to speed up the work flow would be :-


1. In the Fcurve editor a quick way to remove all zero movement curves. No point cluttering up the screen and possibly memory with all those empty channels? I know its possible to highlight a single channel, but rather than hunting through for that specific channel, if all the zero channels didn't show up in the first place (as default) it would speed things up no end. In fact hmm... why not have the default as only showing channels that DO have keys, and have an option to show all the others as or if required?


2. Another useful streamlining improvement may be that if I have a keyed joint selected on my skeleton, when I open the Fcurve editor there is my keyed channel curve already showing on the editor all by itself and ready for easily viewed interaction. That would make it much faster to tweak the appropriate curve without faffing about looking for the right curve in the Fcurve editor.


3. Sometimes when using FK when I try to rotate a joint using the widget it's all too frequent that I inadvertantly select another joint or bone (in the background) instead of selecting the widget rotate arc thingy (lol well I've no idea the technical name for it!) Can widgets be given some sort of selection priority over bones or joints?


4. When weight painting sometimes there are verts which have a very minimal weight and which it would be nice to be able to remove easily. A very useful tool which I believe I saw in Maya? was a spreadsheet of the model's verts and their weights. I found it very quick and simple to be able to set a minimum weight threshold, click a button and all verts below my chosen level were zeroed. Fast, simple and very effective.


Yours

IK


PS If any of these are already possible, due to me missing something feel free to point me in the right direction.

Post by Burnart // Apr 23, 2008, 1:21pm

Burnart
Total Posts: 839
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Re. weighted vertex selection - I like your idea for culling low values.


I'd also like to see something similar to the vertex selection in Motion Studio. That is apply full selection to a group and then hit a smooth function to level out the vertices intensity either side of the selection boundary. I believe it would make it easier maintaining consistency when doing vertex to bone assignment on things like fingers.
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