There are a lot of bugs in the animator that have to be fixed.
I'll start with the smaller ones.
1. The pink square that shows where the bone is is about 20 units off.
http://img176.imageshack.us/img176/4969/...e80nz8.png
2. I want to be able to move/rotate bones in textured mode, not wireframe only.
3. "Mesh -> Add Dim3 mesh" does not import bones. It should.
4. Moving bones is broken somehow. The bones DO move, but just not far enough. I move my mouse across the whole mousepad really fast and the bone moves about 2 pixels.
5. The directions are messed up when I rotate a parent bone. The red handle moves the bone on the Y axis, the green one moves it on the X axis.
http://img176.imageshack.us/img176/6434/...e81we2.png
I really need to have this fixed because the Animator is not useable without it.
Quote:"Mesh -> Add Dim3 mesh" does not import bones. It should.
No. I have a basic AI Model and the weapons are different meshes and i merge them like that. If it changes it should change into an option, like
"Import Bones? <tick>"
6. handle doesn't move with bone

.
Bone moves in cumulative deforms was screwed up, I just figured this out (I couldn't recreate this problem earlier because of that.) This has been fixed, which fixes the fact that the bones also don't shift when moved.
A quick beta in a day or so will have that in it.
As for the handles changing direction, they do that under cumulative because that's the way it's supposed to work. For instance, if you rotate the knee around the Y axis, then rotate the hip, the leg could go up and become parallel with the x axis but you STILL want the knee to be rotated the correct way. Otherwise, every parent move would screw up every child move (this is exactly why so many people asked for this, it's the way other animators work.)
[>] Brian
Follow up -- note that if you don't want that effect from bone rotations, turn OFF cumulative rotations.
Basically:
1) Cumulative OFF = all axis moves work on those axis
2) Cumulative ON = all axis moves are cumulative from their parents
Each one has it's advantages, but for human modeling you'll going to want to stick to 2, but it's really up to you.
[>] Brian
Further updates ...
Under cumulative rotation (It's new so I'm fishing out all the bugs now), the rotate bones handles didn't have the cumulative rotations in them (for instance, if you moved a shoulder, the Y handle should go horizontal as a Y turn will twist the arm as you'd expect.)
This has also been fixed.
[>] Brian
ggadwa Wrote:Further updates ...
Under cumulative rotation (It's new so I'm fishing out all the bugs now), the rotate bones handles didn't have the cumulative rotations in them (for instance, if you moved a shoulder, the Y handle should go horizontal as a Y turn will twist the arm as you'd expect.)
This has also been fixed.
[>] Brian
Good. It was pretty iritating.

One more quick feature -- somebody mentioned this and it's a really great idea. There's a "scale animation time" menu item, where you can say "take this animation and make it work at exactly (as close at possible) to this many milliseconds."
It's super helpful if you have an animation where the proportions in the animation are right, but you need it to take specific chunk of time to time it with something else that's going on.
[>] Brian
It was me!

How do you import a partical effect?
PatrickA Wrote:It was me! 
How do you import a partical effect?
I deleted the silly back and forth from this question; like ccccc I don't get what you are asking. Can you be specific about exactly what it is that you are asking? Import from what? To where?
[>] Brian