why does the axis to move something towards you not work ?
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why does the axis to move something towards you not work ?
If I am in front view and press g and an axis constraint all work except the axis to move towards your view or away from your view.
Example: front view, Z and X work but not y. I find this very inconvenient, when logicaly I would expect it to look like it is resizeing but in fact is comeing closer or further,, but I still would know this espicially in perspective view.
Example: front view, Z and X work but not y. I find this very inconvenient, when logicaly I would expect it to look like it is resizeing but in fact is comeing closer or further,, but I still would know this espicially in perspective view.
Like SamAdam said, it is quite logical that you can't do it since you can only move your mouse cursor on the screen, it can't represent a motion on an axis that is straight out of the screen.
That's like compaining that since you can't use a pen to draw a line that points straight out of a paper sheet, it must be the pen's fault...
Martin
That's like compaining that since you can't use a pen to draw a line that points straight out of a paper sheet, it must be the pen's fault...
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
Arathorn: Everything is possible, the question is: would it be consistent?
And the answer is: no.
If that's done only for axis going out of the screen, it has no consistence whatsoever with the rest. And if all axis constraints work that way, it looses all its logical interactivity (move mouse, object goes there).
Martin
And the answer is: no.
If that's done only for axis going out of the screen, it has no consistence whatsoever with the rest. And if all axis constraints work that way, it looses all its logical interactivity (move mouse, object goes there).
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
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??? eh ? I cant even follow you ideas of this. pencil something
twist the view just a little with middle mouse click and it works fine albeit a little slow but it works. It is just a silly axis what is so wrong about giving a user the power to move something on the axis even if it is in front of there face ?
further more, blender is not a 2d app it is a 3d app. There for if I move something on an axis i would expect it to move on that axis as it does for the other two. I mean even size works, so why not move ?
twist the view just a little with middle mouse click and it works fine albeit a little slow but it works. It is just a silly axis what is so wrong about giving a user the power to move something on the axis even if it is in front of there face ?
further more, blender is not a 2d app it is a 3d app. There for if I move something on an axis i would expect it to move on that axis as it does for the other two. I mean even size works, so why not move ?
Ok, I'll try to simplify again.
The transform system is based on the concept that the selection moves like the mouse cursor moves.
When constraints are involved, it follows the mouse motion as best. For planar constraints, that means moving the object along the plane mapping the 2D motion of the mouse (if you start with the cursor at the center of the object, it will follow it closely when you move the mouse). For axis constraints, it's the same thing, it tries to find the closest point on the axis as it is displayed on the screen.
That's where the problem lies. If the axis is exactly perpendicular, it's a single point on screen. There's no way to know where you want to move it on that axis, since the whole axis is always nearest to the cursor at once.
Uhm.. I feel like that wasn't as simple as I thought it would be.
Martin
The transform system is based on the concept that the selection moves like the mouse cursor moves.
When constraints are involved, it follows the mouse motion as best. For planar constraints, that means moving the object along the plane mapping the 2D motion of the mouse (if you start with the cursor at the center of the object, it will follow it closely when you move the mouse). For axis constraints, it's the same thing, it tries to find the closest point on the axis as it is displayed on the screen.
That's where the problem lies. If the axis is exactly perpendicular, it's a single point on screen. There's no way to know where you want to move it on that axis, since the whole axis is always nearest to the cursor at once.
Uhm.. I feel like that wasn't as simple as I thought it would be.
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
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ok this one made way more sence thank you. I am still however perplexed then why does resizeing the mesh on each axis work. It defies what you just explained to me.theeth wrote:Ok, I'll try to simplify again.
The transform system is based on the concept that the selection moves like the mouse cursor moves.
When constraints are involved, it follows the mouse motion as best. For planar constraints, that means moving the object along the plane mapping the 2D motion of the mouse (if you start with the cursor at the center of the object, it will follow it closely when you move the mouse). For axis constraints, it's the same thing, it tries to find the closest point on the axis as it is displayed on the screen.
That's where the problem lies. If the axis is exactly perpendicular, it's a single point on screen. There's no way to know where you want to move it on that axis, since the whole axis is always nearest to the cursor at once.
Uhm.. I feel like that wasn't as simple as I thought it would be.
Martin
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Money_YaY!: I explained what it does for Translations (Grab). For Resize, the pointer motion is mapped differently before applying the constraint so the restriction does not apply. I won't go into the differences since there's a very high chance that you won't get it. Others can just look at the code.
MNME: Mousewheel is used to resize the PET area of influence.
Martin
MNME: Mousewheel is used to resize the PET area of influence.
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
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ok ok i understand... Sooo as an idea then, someone could remap the one axis method of resize to that move axis then eh... whatever I asked a question and gave a request that is all I can do, from a user point of view it is incorrect feedback on the 3d view. From a coders view it is logic. You know where I stand...theeth wrote:Money_YaY!: I explained what it does for Translations (Grab). For Resize, the pointer motion is mapped differently before applying the constraint so the restriction does not apply. I won't go into the differences since there's a very high chance that you won't get it. Others can just look at the code.
MNME: Mousewheel is used to resize the PET area of influence.
Martin
err no, that just wouldn't work for obvious reasons.Money_YaY! wrote: ok ok i understand... Sooo as an idea then, someone could remap the one axis method of resize to that move axis then eh...
From a logic point of view period it makes no sense. That's like trying to draw a line that goes outside of a sheet of paper (towards you).Money_YaY! wrote:whatever I asked a question and gave a request that is all I can do, from a user point of view it is incorrect feedback on the 3d view. From a coders view it is logic. You know where I stand...
Actually, it does work *a bit* in the latest cvs version (in what I have here anyway, maybe not all is commited).
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
i still dont see how this can work.
if measurement is relative to what we see, we cant gauge how far we are moving the object (unless you're in perspective mode)
even then, how will you be able to accurately distinguish if youve moved your object 0.5 blender units or 500 blender units?
Regards,
~Delta
if measurement is relative to what we see, we cant gauge how far we are moving the object (unless you're in perspective mode)
even then, how will you be able to accurately distinguish if youve moved your object 0.5 blender units or 500 blender units?
Regards,
~Delta
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For something like an armature it doea really matter to have this, since the arm will not go further than it can go but it is acward to have to align the arm twice in top and side view to just move a hand forward. Whe the front view would be perfect.Delta wrote:i still dont see how this can work.
if measurement is relative to what we see, we cant gauge how far we are moving the object (unless you're in perspective mode)
even then, how will you be able to accurately distinguish if youve moved your object 0.5 blender units or 500 blender units?
Regards,
~Delta