| Hi Can, Do you mean that when you click the Edit Sinks button you get the selection tool instead? Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Right now, I can't move the arrows the way, I want it. It behaves differently, so I think it might be superb, if you could use the modeling tools. Selection, rotation, move and scale. |
| Want me to record a screen capture? |
| Yes please, a screen recording would help a lot. Jeordanis Figuereo (Product Designer. EPHERE Inc.) |
| Hi Scanner2D. The Edit Sinks button is indeed just a shortcut for the Live Selection tool, because the sinks are already based on C4D handles. You can notice there's one handle on the start and one on the end of the sinks, tht can be dragged to move them. |
| Yeah I know! I think the depth is interpreted wrong. In the first video, I want to move the sinks just from one side to another. Instead of a rotation, they get shorter or move back in Z-Axis. After tumbling the cam, I see that it moved differently. Instead of the selection, I meant the standard move tools. I also recorded a video here. |
| Here are the standard move tools |
| Hope this helps. Please keep in mind, that I don t have as much experience as Jeordanis for example. It s not that the current method is wrong, it s just the the results are weird to me. Or are you always using the ortho views to rotate the sink withour changing length? |
| Ok, I think I understand what you mean now. Sinks are always parallel to faces. Each sink represent one face position and one 360o direction. And their lenght is clamped or else they could be dragged to infinity, depending on the rotation of the face related to the viewport. That's why their manipulation can feel kinda limited. Since they represent just one direction, rotating a sink upwards would not make any difference in it's behavior. A it could be misleading, because you'd expect that rotating it up would somehow bring hair up, but it will not. |
| Ahh i See. But shouldn't the 3d view edits ha happen ppen on a 2d plane? The sinks seem to be pushed away or towards the camera |
| yes, it defines a 2d place parallel to the face, the handles never leave that plane. If you move the root of the sink to another face, it will switch to that a new plane. |
| Ahhh I see. And why is the plane based on the normal and not the viewport camera? :D |
| because the sinks direction are relative the face. if the plane was set on the viewport, we would see a sink direction that is incorrect |