Scrolling bone list! <gasp>

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heyvern
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Scrolling bone list! <gasp>

Post by heyvern »

Uh that's it. Good grief. I will need a new larger monitor soon in order to view the entire list. <sigh>

-vern
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J. Baker
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Post by J. Baker »

I'm not sure what you're asking as the bones all go into a bone layer. Unless you rig different then I do. Can you post a pic of what you're talking about?
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Rasheed
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Post by Rasheed »

If you have too many bones in your bone layer (see 200 or more), the drop down menu is much larger than what can be displayed on the screen (1024 x 768 resolution).

I agree a different selection interface would be handy as well. The drop down menu is too limiting, especially if you have too many items to fit on the screen. Perhaps a floating search window with filtering (to show only the items you want, using wildcards) should be incorporated into the Lua interface. This could be used for not only bones, but for all selectable objects (layers, bones, shapes, pointgroups, etc.)
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heyvern
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Post by heyvern »

If you don't name your bones you won't see this list. I name all my bones. It's at the top when any of the bone tools are selected.

I think your idea might work Rasheed. A simpler version would be a search box at the top when the bone tool is selected that you could type into the name of a bone or the first few characters. Then you could use the arrow keys to scroll through the list. This might even be easily scriptable on the tool itself.

A scrolling menu would be the best though.

-vern
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Rhoel
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Post by Rhoel »

Rasheed wrote:If you have too many bones in your bone layer (see 200 or more), the drop down menu is much larger than what can be displayed on the screen (1024 x 768 resolution).
The same is true for selecting names fills - I recently got to a stage when I could no longer select fills from the list. A scrolling list is both neater and faster to use.

Rhoel
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J. Baker
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Post by J. Baker »

Rasheed wrote:If you have too many bones in your bone layer (see 200 or more), the drop down menu is much larger than what can be displayed on the screen (1024 x 768 resolution).
Good gravy that's alot of bones for one object or character. What have you made that uses that many bones?
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Rasheed
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Post by Rasheed »

Well, I haven't, but heyvern has.
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heyvern
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Post by heyvern »

Good gravy that's alot of bones for one object or character. What have you made that uses that many bones?
Uh... this is all bones, no point motion... 151 bones to be precise:

http://www.lowrestv.com/moho_stuff/male_agent2.mov

Image

-vern
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J. Baker
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Post by J. Baker »

heyvern wrote: Uh... this is all bones, no point motion... 151 bones to be precise:

http://www.lowrestv.com/moho_stuff/male_agent2.mov
Good golly that's alot. Nice animation though. My only critique is when it gets to the end of the animation, his right eye (left from our view) is too far over. Needs to be pulled in closer to the nose. Looks great though. :wink:
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heyvern
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Post by heyvern »

My only critique is when it gets to the end of the animation, his right eye (left from our view) is too far over.
You nailed it! Those stupid stupid eyes. ;)

There is absolutely no way to deal with that using only translation. Because of the symetrical nature of the rig and only using translations the eyes stretch.

To fix this I am going to put in these cool bone springs that Genete came up with plus a script from Rasheed that can get the rotational translation of a bone for use in a constraint.

What the "springs" will do is simulate a slight "3D" turn. The "closer" eye can move in and not stretch as much while the "far" eye still squishes. By using rotation limits I can stop the translation at a certain point for the eyes thus move the whole eye as a unit (3 bones control the eye "perspective squish" on the far side of the turn.)

We've gone a little bit off topic... but hopefully this will show how desperately some of us NEED a scrolling bone list menu.

;)

-vern
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rylleman
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Post by rylleman »

I agree. (The same issue is happening with too many switch-layers as well.)
Give us scolling lists. Pronto.
Sorry. Could we have some solution to this problem please, LM?
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