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Selecting bones: When click somewhere that isn't a bone, deselect current bone, instead of selecting hip bone, by default. Allow selection of a different bone, inside the rotation sphere, with a quick click (to distinguish from held click that is trying to do a rotation. Reason for the above 2, is that you often work your way down the hierarchy of bones, but with the rotation sphere overlapping the connected bones, instead of click-rotate, click-rotate, click-rotate, to adjust 3 bones, you do the following: Select bone (from the menu) (or Select tab, then click on bone) Rotate (menu tab) Rotate the bone. Select bone (from menu) Rotate (menu tab) Rotate the bone Select bone (from menu) Rotate (menu tab) Rotate the bone.
What I'm suggesting is closer to Autodesk products.
Offer user customization of the rotation sphere size. Offer button to pop actor to tpose ... sometimes something has gotten so twisted, that it's very difficult to untwist it. Yes, you can return to the last good pose before, or after, and work from there, but you may have a chunk of motion you are happy to just skip over, and starting from a tpose, to rotate into position, and give the re-pose a chance would be easier.
General: Reduce size of the rotating "waiting" indicator, and/or move to the side. I am often trying to see what is going on, which is made more difficult with the indicator in the way.
When a severe issue (like buffer full) occurs, leave it on screen, instead of timing it out so quickly. A single user isn't always close enough to see the error ... or maybe a Red Warning "*" in the statistics tab heading
- Mike
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