bf-blender / Windows (2005/03/28)
Moderators: jesterKing, stiv
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- Joined: Sat Jul 05, 2003 1:03 am
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Hello Gabio,
sharpness of SubSurf works better now but workflow is bad like last versions:
- Rubberband is mssing
- dragging works in the logical direction but not in the common direction
- direct input for values is missing too
http://www.neeneenee.de/blender/features/#6
sharpness of SubSurf works better now but workflow is bad like last versions:
- Rubberband is mssing
- dragging works in the logical direction but not in the common direction
- direct input for values is missing too
http://www.neeneenee.de/blender/features/#6
Karamba!
Bart.
http://www.area42.de/
Blender Feature Proposal:
http://www.neeneenee.de/blender/features/
Bart.
http://www.area42.de/
Blender Feature Proposal:
http://www.neeneenee.de/blender/features/
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- Posts: 2
- Joined: Sat Jul 05, 2003 1:03 am
- Contact:
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- Posts: 0
- Joined: Mon Oct 04, 2004 9:12 am
Hi,
great build, but a few things to say :
- still the ctrl switching ... people don't seem to like it, why keep it ?
- when changing from rotation to translate for example, only the current viewport is changed ... the others stay in rotation. What's the point in that ?
- when activating widgets, you have to do it for each viewport ... I guess most people want to have it on all viewport on simply don't have it ...
That's all, thx again for the build ^^
.:: Paic Citron ::.
great build, but a few things to say :
- still the ctrl switching ... people don't seem to like it, why keep it ?
- when changing from rotation to translate for example, only the current viewport is changed ... the others stay in rotation. What's the point in that ?
- when activating widgets, you have to do it for each viewport ... I guess most people want to have it on all viewport on simply don't have it ...
That's all, thx again for the build ^^
.:: Paic Citron ::.
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- Posts: 2
- Joined: Sat Jul 05, 2003 1:03 am
- Contact:
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- Posts: 2
- Joined: Sat Jul 05, 2003 1:03 am
- Contact:
Happy Birthday Gabio! It's great to see new development on the Game Engine!
A few bugs I've noticed-
1)The collision spheres for meshes no longer show up hilighted when selected
2)There's still no lighting in the gameengine, as others have stated
3)Nothing happens with ODE physics, though I suppose the back end just isn't ready yet?
Also, is it possible we could get Framerate based logic back in as an option?
Finally, about the MMB rotate constraints, Theeth said in the last build's discussion that you can do trackball rotation by pressing R twice. It works, but it feels a lot less tactile than R + MMB, and almost all rotations I do are trackball ones. I think that's the way it is with most any user doing animation.
R+R is inconsistant anyway. I would have never known about it if someone hadn't told me- There are no G+G or S+S hotkeys.
At the very least, the constraint itself needs to be more intuitive. It should be a one motion gesture, instead of two (dragging to select the axis, and then dragging perpendicular to set the rotation amount. That's bad workflow.
A better way would be to treat the gesture like a trackball rotation and lock to whichever angle has the greatest change.
A few bugs I've noticed-
1)The collision spheres for meshes no longer show up hilighted when selected
2)There's still no lighting in the gameengine, as others have stated
3)Nothing happens with ODE physics, though I suppose the back end just isn't ready yet?
Also, is it possible we could get Framerate based logic back in as an option?
Finally, about the MMB rotate constraints, Theeth said in the last build's discussion that you can do trackball rotation by pressing R twice. It works, but it feels a lot less tactile than R + MMB, and almost all rotations I do are trackball ones. I think that's the way it is with most any user doing animation.
R+R is inconsistant anyway. I would have never known about it if someone hadn't told me- There are no G+G or S+S hotkeys.
At the very least, the constraint itself needs to be more intuitive. It should be a one motion gesture, instead of two (dragging to select the axis, and then dragging perpendicular to set the rotation amount. That's bad workflow.
A better way would be to treat the gesture like a trackball rotation and lock to whichever angle has the greatest change.
I fail to see how R+R is harder than R+MMB, you finger is already on the Rkey...dmao wrote:Finally, about the MMB rotate constraints, Theeth said in the last build's discussion that you can do trackball rotation by pressing R twice. It works, but it feels a lot less tactile than R + MMB, and almost all rotations I do are trackball ones. I think that's the way it is with most any user doing animation.
It's either that or a separate hotkey.dmao wrote:R+R is inconsistant anyway. I would have never known about it if someone hadn't told me- There are no G+G or S+S hotkeys.
Any idea how a one motion workflow might work?dmao wrote:At the very least, the constraint itself needs to be more intuitive. It should be a one motion gesture, instead of two (dragging to select the axis, and then dragging perpendicular to set the rotation amount. That's bad workflow.
Trackball rotate has two axis of freedom (x and y view axis), how would that translate to 3 global (or even local) axis?dmao wrote:A better way would be to treat the gesture like a trackball rotation and lock to whichever angle has the greatest change.
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
Is ODE enabled?
I can't get ODE to work with the Game Engine.
I had a quick word with a very busy Erwin and he said that maybe this build hasn't got ODE incorporated?
Is it a big job to build Blender and ODE?
cheers
I had a quick word with a very busy Erwin and he said that maybe this build hasn't got ODE incorporated?
Is it a big job to build Blender and ODE?
cheers