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I don`t see a difference. Thus my question. When i type in four times 30 into the offset box then i am at 120. When i add 30 four times to the absolute value, then i am also at 120.The only difference is that i need to do that in an extra edit box. And that i don`t need to add a mathematical sign like a plus or a minus. But in case of a multiplication it`s already better to be able to calculate instead of working with an offset box.
As I said, the "local" checkbox should have an impact on the input fields. Or even better: Forget about the local checkbox, remove it and control it via the manipulation setting as you would normally do. So these two don't work against each other and you always know where to set your space.
I'm still trying to understand how things work and what the implication of my suggestions are. I feel the concept of the input fields in Nvil is not quite intuitive, maybe I even found a bug.Translation/Move/Position: When I am in object space and enter a value on one axis into absolute, it translates/rotates by world axes. But when I click&drag the axis letter in front of absolute, it translates by local object axis? The numeric input should also work on local axes, just like click&drag. Remember, that when changing to object space the input fields should all be set to 0 (at origin/pivot of the object) and everything I enter in this mode would be an offset along the local axis. The world space holds the absolute position of the object.Rotation/Orientation: This time the behaviour should be the other way around. Object space holds the rotation in relation to world space axes. Nvil already does that, but there's a small bug, that got me confused. The absolute input of the x-axis rotates around the world x axis in object mode! It should defintately rotate around the local axis as do the y and z axes. The click&drag of the x-axis works fine though. Now in world space, rotation always displays as 0.0.0 and everything I enter there is an offset around world axes. The values for all the axes in object space would change accordingly. When I would now enter an expression for rotation into one field while in object space, only this axis would update. Nvil does that already.In this setting I don't see the need for "Offset Fields" if I would be able to use + - / * in the input fields.I attached a simple scene to play around with that I used to visualize what is happening when fiddling around with local rotation and move.
No, I'll still keep it. You can try this1. Create Two objects.2. Rotate them sperately so they don't have the same orientation and should be facing different directions.3. Make sure the two objects are selected.4. Check the 'Local move' Option.5. Drag Position x/y/z label to move the two objects. They should move in different directions. You won't be able to to this with the manipulator method.
I think that you really did a fine job, but my opinion is that my suggestions would make the software more coherent and therefor easy to use and understandable.
The only thing about my conception that is bugging me is, that you perhaps always have to switch between object and world space. What if I mostly want to edit the absolute postiion but also the local rotation axis? I think it would be wise to have a window where the local and global values are side by side. Besides position and orientation, I would put Size on the global column and Scale on the local column. The layout would still be the same, just that the offset fields would be replaced by the local values.
So this is a cool trick (thanks for sharing), but there are a few coherence issues with that: I should be able to enter the numeric offset directly (like valueX+1) to move a bunch of objects 1 unit in each local direction. But this trick only works in the object list. When I'm in object mode and try the same thing in the manipulation window, it won't work. All objects get translated along world axis. Why is that if I'm in object space?! That's what I mean by "lack of concept" or unintuitive.With these offset fields I'm still not able to do multiplication/division.
Your example to demonstrate the differences when rotating are absolutely true, but I don't think that is what he actually meant. Let's say we are again in object space and want to rotate something around a local axis. If I enter ValueX+45 into a field, as a modeller I should know that all the values for all axes get recalculated, because they change their orientation in worldspace. That's due to the fact, that they must remain perpendicular to one another (not in maya as I mentioned).
The input fields in 'Object List' are for individual objects. They are not manipulator related. While the input fields in 'Manipulation Input' window is selection and manipulator related. They work on the whole selection as a group in all modes.
As you can see, if you use the the absolute fields, The application will read the values of the three absolute fields to generate a result space. But if you use the offset fields, the application will only read the input offset value and rotate the manipulator by that amount along the corresponding axis from the current manipulator pose. The same as you just use your mouse to rotate that axis by the offset input amount manually.
I start to understand what you mean. What i don`t understand though is why this shouldn`t work with an expression and just one edit box. You just manipulate just one edit box by an expression, so just this axis should change. The first value of the expression is the absolute coordinate, the second value is the offset.
I was expecting an 'Expression' you mentioned which is so special that I can distingquish it's absolute or offset input