Posted: Sat Nov 06, 2004 3:52 pm
Joined: 19 Oct 2002
Posts: 6
Is it possible to make rotations get filtered up to parents, instead of down to children? Effectively, pinning the tip of a bone instead of its root. For example, rotating a lower leg bone like this would leave its children (foot bone) alone, but would move the upper leg, torso and so on up the tree.
Edit: This would be in pose mode.
If not, then this is a feature request. If so, then how?
John B
Last edited by johnb on Sat Nov 06, 2004 5:14 pm; edited 2 times in total
Posted: Sat Nov 06, 2004 4:48 pm
Joined: 16 Oct 2002
Posts: 1520
so, how would blender know when to do this and when not to?
how could you mix both methods?
although your post made almost no sense to me, it seems this just isn't feasable from a usuability standpoint.
though, if you can find something explaining how it would be dealt with and useful, I'd like to see it. [particularly if another app can do this]
Posted: Sat Nov 06, 2004 5:11 pm
Joined: 19 Oct 2002
Posts: 6
Well, it wouldn't replace the existing functionality - it would have to be a separate transform operation. Eg, the 'R' hotkey continues to perform normal rotations, but shift-R lets you do this reverse rotation.
John B
Posted: Wed Nov 10, 2004 5:05 pm
Joined: 10 Jan 2003
Posts: 2242
Some programs make the difference between selecting the bone or the joint. One does forward rotation, and the other inverse rotation.