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magicavoxel
magicavoxel

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Transform Hierarchy

[See screenshots and videos]

https://twitter.com/ephtracy/status/1570679565357576192?s=20&t=h7RRLPlA_Ms2zOPwYLhb7w

I Enable Forward Kinematics

By default, the gizmo only transforms selected objects, around the center of the objects.

With the "Forward Kinematics" mode enabled (See [1]), the gizmo transforms objects along with all the children object, and the rotation center and axis are the custom pivot defined by the user.

II One Joint Inverse Kinematices

Beside using the gizmo, you can also drag on the surface directly to rotate objects around the pivots.

Will be improved in future versions.

III Define the pivot of object from selected stroke.

Select a stroke in the shape and click this button [2]. Then the transform origin and axis of the object will become the same as the stroke in "Forward Kinematics mode".

If there is no candidate stroke to be the pivot, you may create a hidden stroke for that.

There may be a more direct and explicit way to change the pivot in the future.

IV Parenting Objects

The transform hierarchy is defined by the "Indent".

The object is the children of the object with smaller indent before it in the list.

Use the ↤ and ↦ buttons (See [3]) or the hotkey [ and ] to change the indents of selected objects.

Copying and pasting objects will keep their indents. You may need to reorder the objects.

A more advanced system may be introduced in the future.

[Note]

Beta release is at a monthly pace (if there is any stable feature finished).

Prototype version may be more frequent (if there is any experimental feature finished).

Transform Hierarchy

Comments

Great!

AdamRatai


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