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MOTION KEYFRAMER DESIGN MENU

Posted: 14 Nov 2017, 10:59
by Animationriver
Hello! :)
I draw a lot. But I twist the picture not often. When it comes to the instrument Motion Keyframer... I am overcome by a strong embarrassment.
Maybe I'm wrong when I want to help you make the menu more convenient ... :)

1. Write the axis name opposite to the rotation ANGLE parameter (around X axis) why not?

2.This is not convenient when I do not see the color designation of the axes. Do you have access to the interface ... set colored small dashes...

3. I'm used to intuitively say X-Y-Z when I was in school. It is a habit. Think Y-X-Z))))))) I'm absolutely not comfortable.From up to down in meny - Angle.

4.I read the instructions and did the tests. But I absolutely do not understand the purpose of the windows with check marks HEADIN - PICH- BANK. I Have big embarrassment...Big sorry :)

5.The ANGLE parameters - have a functional and result.
Windows ROTATION ??? "I get knocked down" and I completely do not understand their purpose.
I insert numbers in ROTATION .. but this does not affect the result.

I really love TVPAINT. But this KAYFAMER design meny :) :) :) :idea:
p.s. I am alone ? ))))

Re: MOTION KEYFRAMER DESIGN MENY

Posted: 14 Nov 2017, 11:29
by slowtiger
No, you're not alone, the Keyframer is a pretty complex thing, although its basics are explained in the manual.

I agree that the rotation axis names (XYZ) should be used instead of (or additionlly to) bank, head, and pitch, as these names are totally unknown to non-native speakers of english (or pilots). And I agree that the small squares and all that stuff they call HUD are next to unuseable, I always have to use the text fields and check if it does what I want.

So if you just want to rotate something around the Z axis, use the angle field in the bank line. The rotation should better be named number of rotations, since that's what it does.

Head - pitch - bank is pilot jargon, for some people it helps to imagine their object as a plane when they want to rotate it in 3D space. The align checkbox links the object's rotation to the path between keyframes.

Re: MOTION KEYFRAMER DESIGN MENY

Posted: 14 Nov 2017, 13:10
by Animationriver
slowtiger wrote: 14 Nov 2017, 11:29 No, you're not alone, the Keyframer is a pretty complex thing, although its basics are explained in the manual.

I agree that the rotation axis names (XYZ) should be used instead of (or additionlly to) bank, head, and pitch, as these names are totally unknown to non-native speakers of english (or pilots). And I agree that the small squares and all that stuff they call HUD are next to unuseable, I always have to use the text fields and check if it does what I want.

So if you just want to rotate something around the Z axis, use the angle field in the bank line. The rotation should better be named number of rotations, since that's what it does.

Head - pitch - bank is pilot jargon, for some people it helps to imagine their object as a plane when they want to rotate it in 3D space. The align checkbox links the object's rotation to the path between keyframes.
Hello)) Some things ))
1. I want a very clear video tutorial with the logic of work.
2. And I do not believe that the current position in the menu is the limit of convenience.
3. I ask developers to look at this toolkit in a new way. Not as a pilot)))
4. I use this toolkit. But I see that his potential is greater. Give access to convenience, please.
5. I'm not a pilot, but I'm like a downed pilot))) :D