1: You can already do that! Hold shift while selecting to add to selection, or hold control to remove from selection. This also works when using the selection box!right. seems to work fine now. I'll still want to look into it later if I can use the format I made for myself and pipeline it into this so I can use the already skinned version.... attaching the bones is a different question. I'll look into that myself too. other than that, yay it works! I'll fiddle with it more tomorrow.
Edit.: I realized something while fiddling today.
-Would be nice to have control or something to select multiple points without deselecting previous points on the model for weighting. (and deselecting too)
-You can't delete the first frame. which by default fine, so be it, but for instance what if I want the 2nd frame to become the very first frame? a copy frame or delete frame -> 2nd becomes 1st would be a good idea to implement maybe.
-an in between keyframe would also be useful. Most animators do the "end" positions of some animation and refine the in between frames in 2D it's usually like adding a frame between two frames and get the in between frame by drawing between the lines. in 3D it can be nicely used to fix issues like the legs and such after you have the middle positions.
2: I've removed the message and made it so that when you delete the first frame, the second frame gets moved into the first frame's position. If only one frame remains, it's just cleared instead of deleted.
3: Excellent idea! I've added the option to create frames inbetween other frames
I've also added a separate tab for model editing so that it doesn't have to update the model every time you do something. Now the model only updates when you leave model edit mode, and a nice, blue message is displayed on screen while it's working.
The possibility to modify bones ingame is also coming along nicely. I've made it possible to change the local orientation around the parent bone, still trying to get world rotation working.
Download latest version of rigging tool
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