odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Sun, 21 February 2010 at 1:40 AM
Awesome! Thanks for all the input. I'll just go through them topic-wise:
hide translation dials: Excellent idea! Will do.
'ghost' actors for BB eye injection: As much as I hate 'future features', this one seems solid enough, and those extra actors shouldn't get in the way too much. So I'll add them.
collar scaling and taper channels: I couldn't get the collars to scale well, so I won't try now. I didn't bother to work on the JPs for tapering since I don't really get how tapering works and what it's good for. If anyone has suggestions for better setups in either case, we can always turn them into add-ons first, and maybe by version 1.0 they'll have found their way into the cr2.
vertex order: The vertex order is pretty much cast in stone at this point, and has been for a long time. The only sensible reason to change it would be a change in mesh topology, which won't happen before Antonia 2.
toecaps gone morph: Oops! I forgot about that problem. Will make a better one. @Les: transparent things take up render time, so morphing the toecaps away might be useful in some situations.
foot morphs: Very much appreciated! As I said earlier, I realize that Antonia's hands and feet need some attention, but I'll put that off since she really needs to learn how to emote now. So in the meantime, I'm thankful for any contributions that make her sausage-like digits look better.
-- I'm not mad at you, just Westphalian.