Re: [Bf-committers] Fully qualified names for channels in actions?

2011-09-19 Thread Jarred de Beer
Perhaps it's not the most 'convenient' solution, but something you can do is
key the 'Delta Location' transform (find it in the objects panel).  It seems
to be like a layer on top of the 'Transform' data.  You can then place them
anywhere in world space and they'll move relative to that point.

Hope it might help,
Jarred

On Mon, Sep 19, 2011 at 7:37 PM, Tobias Oelgarte 
tobias.oelga...@googlemail.com wrote:

 Thats not what i meant. I try to imagine a simple solution to animate
 multiple objects independently, while the location for each object will
 be stored inside the same action. This could be much easier as to parent
 the objects to the bones of an armature or to use the NLA with one
 action per object layered on top of each other.

 Bones have their own names and own channels inside an action. Real
 objects do only share the same channel, which does not allow for
 multiple objects inside one action.

 Am 19.09.2011 19:11, schrieb Tom Edwards:
  You can add a constraint that forces one object to move with the other.
 
  On 19/09/2011 6:06, Tobias Oelgarte wrote:
  I just stumbled upon a simple task. I have two objects (a sphere and a
  cube for example) and i wanted to control their locations with _one_
  action. That simply isn't possible with one action alone, since both
  objects will share the location-channel (sitting on top of each other).
  Is there a way to store the location of two objects in one action or
  will i have to combine both actions with the NLA or the need to parent
  both to the bones of an armature?
 
  If it isn't possible, wouldn't it not make sense to (optionally) use
  something like fully qualified names in a way, that both locations could
  be stored inside the same action? I may be wrong, but i would find it
  useful for this properties.
 
  Greetings from
  Tobias Oelgarte
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Re: [Bf-committers] Camera view navigation rant

2011-04-25 Thread Jarred de Beer
+1 this side,

While on the topic of camera view navigation, if i may just add something
slightly related: not being able to zoom with ctrl+mmb while in camera view
catches me out a lot.

I'll often have two viewports alongside one another - one in camera view and
one in 3d - while animating to the camera etc.  As i use a tablet and don't
have a mouse wheel, it becomes 'trickier' to focus on a certain area in both
views because i can use ctrl+mmb for the 3D view but have to drop the pen
and grab a second mouse/laptop-trackpad-scroll to focus in the camera view.

Rgds,
J
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Re: [Bf-committers] small scale suggestion : keyframe extra tools

2010-05-11 Thread Jarred de Beer
The one difference between using copy pose to buffer and being able to scrub
a key through the timeline is that you maintain your pose in the viewport.
If we scrub to frame 24 the pose would float away to any later keyframes and
then pop back to where it was when we paste the key.  I find it breaks
concentration on holding a pose.

I think it was discussed before and people advised to use the action editor
as a timeline for this purpose, to just shift-d the keys and move them
over.  I personally like to use the timeline, but can adjust if needed.
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Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-26 Thread Jarred de Beer
Forgive the idea not being fully fledged, but how about incorporating the
outliner to better select the texture data we want displayed in the texture
properties.
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