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By dann84 - 8 Years Ago
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If I have a character that isnt facing exactly 0 , 90 , 180 degrees etc , its hard to simply make them move their hip, leg or hand move forward in an exact straight line because you are forced to use World Axis Move. So you end up having to tweak 2 axis, rather then just one axis Am I missing something? or is this just a thing that does need fixing? Ive tried using Reach ,but it seems like a convoluted workaround for something that should be so easy to implement.
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By Darren01 - 8 Years Ago
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I have the option available, might be a bug in your install ?

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By Rockoloco666 - 8 Years Ago
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As far as i know local axis has not been implemented for motion layer but it has been requested several times.
Regarding the pic in the previous post the avatar seems ti be at the origin where global and local are the same. I feel your pain, this has annoyed the hell out of me for a while
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By animagic - 8 Years Ago
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@Darren: There is a Local Rotate but not a Local Move, only a World Move.
This becomes indeed problematic if the character is positioned at an angle, because you can't do a simple straight forward, backward, left, or right motion without changing both X and Y coordinates.
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By 4u2ges - 8 Years Ago
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Extra votes would not hurt (nor help I think - we have issues with whole lot more votes, which are not considered either)
https://www.reallusion.com/FeedBackTracker/Issue/Please-add-a-Local-Move-for-the-Motion-Layer-Editing
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By animagic - 8 Years Ago
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Alright! I added my vote. I wasn't aware of this request...:blush:
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By Darren01 - 8 Years Ago
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animagic (12/22/2018) @Darren: There is a Local Rotate but not a Local Move, only a World Move.
This becomes indeed problematic if the character is positioned at an angle, because you can't do a simple straight forward, backward, left, or right motion without changing both X and Y coordinates.
ah yes, good point
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By Darren01 - 8 Years Ago
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voted
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By dante1st - 8 Years Ago
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Does anyone happen to know if there is a voting "threshold" as to when Reallusion addresses an issue?
This has 17 votes, which is a relatively large number, and it's been up on the tracker since July of 2017. I've seen trackers with a tiny number of votes that got addressed on the next patch.
I'm sure it's a balance of number of votes, deemed level of importance, etc.
This seems pretty important, it directly affects our animation abilities.
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By Rockoloco666 - 8 Years Ago
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To be honest it seems like votes do not matter, there have been many requests with a lot of votes that have never been addressed like the issues with indigo or volumetric lighting. It is somewhat useful for reporting bugs but for everything else not so much
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By dogged2003 - 8 Years Ago
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voted
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By RobertoColombo - 8 Years Ago
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Same here
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By bexley - 8 Years Ago
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I also voted. For anyone who does anything close to traditional animation, local axis manipulation is critical for posing. Some kind of local axis "reset" would also be useful (for when appendages become too twisted to function).
As to the vote thresh-hold, I have to assume after the fiascoes of 7.3 (and now it appears 7.4) -- which personally cost me five weeks of work and a roll-back to 7.2 -- that Reallusion is so busy sucking up to the gaming community with CC3, they no longer give a cr@p about anyone who might need a stable and consistent render engine, a posing system where limbs that are locked don't move, and a file system that doesn't render previous projects completely unusable just because you implemented a bug-fix (ooops, I mean "upgrade"). But I'm just speculating, here.
--Bex.
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By Peter (RL) - 7 Years Ago
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Thank you for the feedback.
In iClone, Edit Motion Layer controls the motion bone, not the skin bone. This means that if we have Local Move this will cause issues with the character (skin bone). However, resolving the Motion Bone and Skin Bone issue is on our todo list so we hope to be able to add Local Move at some point in the future.
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By dante1st - 7 Years Ago
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That's great to hear, thanks Peter.
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By dann84 - 7 Years Ago
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Peter (RL) (1/8/2019) Thank you for the feedback.
In iClone, Edit Motion Layer controls the motion bone, not the skin bone. This means that if we have Local Move this will cause issues with the character (skin bone). However, resolving the Motion Bone and Skin Bone issue is on our todo list so we hope to be able to add Local Move at some point in the future.
Hi im no programming expert but isnt adding a local axis move simply an addition of an extra layer of mathematical programming that inputs into world axis move that doesnt need to "effect" motion bone and skin bone downstream?
So to explain
If a user is in the requested local axis move mode and moves the hand straight forward. The program will do the "hard work" for you. It will calculate out what world axis move inputs are required to simulate your desired local axis input . So whilst you are thinking you are moving a hand forward in local axis mode. What the program is doing is saying " ok then your actually moving your hand 20 pixels in world axis x to every 45 pixels in world Z , so im going to do that simultaneously in world axis mode as to not mess around with "supposed skin bones" , and what you will see is the hand going straight forward relative to the avatars direction - exactly as you desire!
Could this not be an easy workaround ?
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