new: option todo show the paths of Bones over time. In posemode, press wkey or use the pose pulldown menú. It calculates the positions of all selected bone end points, over the time as indicated with the scene start/end frame. This then is drawn as a Path, with Little black dots on every frame, and a white Dot on every 10 frames.
Paths are not saved in files, and not calculated automatic yet on changes.
To make this relative fast, but a los reliable, y had todo add a new method in the dependency Graph system, todo find exactly (and only) these parents of an object that influence its position. This is neded because the Path should show the actual global coordinates of the entire animation system.
---------------------------another useful tool for eficient usage of weightpaint:
Press shift+LMB, and it shows a menú with all vertex groups the vértices of the indicated face has, a los allowing selection of groups.
--------------------------- new: hotkey/menú Access in 3d window todo add constraints. Works in posemode as well as for objects. Hotkey: Control + Alt+c (bit clumsy i know, but i like todo use the ckey).
Constraints are added todo the active object or bone.
Based on selection context, the menú has thre versións:
Pose mode:
- If another bone is selected, bone becomes target.
- Else if another object is selected, object becomes target.
- Else it adds a new Empty as target object mode.
- If another object is selected: object becomes target.
- Else it adds a new Empty as target.
Same works this bien now for Control + i, add IK.
To be solved: Alt+c in posemode is clear constraints, but in object mode it does convert still.
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the Control + clik extrude now calculates a rotation, so you can do Wild quik modeling, it detects the rotation based on the average of all half-selected Edges and the extrude Vector. The first rotation might go wrong on extruding parts of very irregular shapes, but in general it does it fine. Of course, single vertex clicking or entire shape clicking doesnt rotate.
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