bone groups + new layer type

Discuss ideas for new features with other users. To submit feature requests to Smith Micro, please visit support.smithmicro.com

Moderators: Víctor Paredes, Belgarath, slowtiger

Post Reply
User avatar
rylleman
Posts: 750
Joined: Tue Feb 15, 2005 5:22 pm
Location: sweden
Contact:

bone groups + new layer type

Post by rylleman »

I've got two requests in this post.

First, Now when it's possible to select multiple bones a bone group feature would be nice, just as you can do with vector points but with bones.

Second, and this might be a bit on the complicated side.
I would like a new type of layer in which you could save transformation data of bones (bone groups maybe), the layer could be put in switchlayers and you can set the selected bones to a preset position simply by just changing the switch layer.
The idea behind this is that you want to have children part positioned differently depending of which parent parts you have. For example, you have a body onto which you attach some arms, the body is in a switch layer from full frontal to semiprofile. When the body is in full frontal you have the arms positioned so they fit the full frontal body and when you switch to the semiprofile body you have to move the arms so they fit the semiprofile body.
When there are just two arms this is not that much work but when you have more things that should be repositioned it becomes a harder thing to do, having preset positions would be a great help.
I hope this makes any sense to you.
User avatar
Rai López
Posts: 2289
Joined: Sun Aug 08, 2004 1:41 pm
Location: Spain
Contact:

Post by Rai López »

rylleman wrote:First, Now when it's possible to select multiple bones a bone group feature would be nice, just as you can do with vector points but with bones.
EUREKA! I knew that I had read this in some place :) ...Well, now that I've found it... em... definitely... I SUPPORT IT!!! 8)

PS: respect to the second Request, I'm not sure about if that would be the best way to resolve that kind of problems, but I AGREE with you in that we need a more "advanced" Switch layer (or even a new Morphing layer) to can resolve 2D morphing issues in an effective way (I hope someday occurs :roll:)
Post Reply