I got rid of the bone hierarchy and cleaned up the interface; it's easier and more fun to use now. I've been working with Maya for a few weeks at school so I ended up stealing some interface ideas and I have plans to incorporate more Maya-like features when I re-implement the animation stuff.
September 30, 2007
editor rewrite
The fourth version of my character/model/animation editor, in progress:
![](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_vQw1yNOKNsH38Vl6l4oWSNfXXi-eQ_Zlc3N5eyVYuQUroZFs6vb3805o7BpX_co2keVMsznmo02bI4HkP8oQpf2heSfQO-AGRH3P8-9BifCslmI_Kijl4I8tlRfVVgbnx7=s0-d)
I got rid of the bone hierarchy and cleaned up the interface; it's easier and more fun to use now. I've been working with Maya for a few weeks at school so I ended up stealing some interface ideas and I have plans to incorporate more Maya-like features when I re-implement the animation stuff.
I got rid of the bone hierarchy and cleaned up the interface; it's easier and more fun to use now. I've been working with Maya for a few weeks at school so I ended up stealing some interface ideas and I have plans to incorporate more Maya-like features when I re-implement the animation stuff.
2 comments:
I have been following your blog for a while now, everything looks so interesting. Keep up the good work! I am anxious to see how things turn out!
Looks quite clean :) You could cut down a windows size at least by half ;). What do you program it in? I read in previous posts that you were deciding between C++ and C#, what was the final decision?
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