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Description
Describe the project you are working on
Learning the use of Skeleton3D for figure animation.
Describe the problem or limitation you are having in your project
Learning the Skeleton3D API is made unnecessarily confusing by an odd choice of terminology.
In general, "global" is used to mean "in the global (world) coordinate system." "Global" and "world" are generally synonymous. In the Skeleton3D API, "global" is overloaded with a different meaning unique to Skeleton armatures: "in this Skeleton3D node's coordinate system." A user encountering the word "global" in the docs of Skeleton3D -- for example, running across the function "local_pose_to_global_pose()" -- has to remember that "global" doesn't mean global in the usual sense but rather something specific just for Skeleton3D.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It would be better if some word other than "global" was used for coordinates WRT the Skeleton3D coordinate system. My suggestion is "skeletal" or maybe "armature."
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
So, for example, the method "local_pose_to_global_pose()" would become "local_pose_to_skeletal_pose()".
"world_transform_to_global_pose()" becomes "world_transform_to_skeletal_pose()" and "global_pose_to_world_transform()" becomes "skeletal_pose_to_world_transform()".
And so on.
If this enhancement will not be used often, can it be worked around with a few lines of script?
It's part of the built-in API.
Is there a reason why this should be core and not an add-on in the asset library?
It's part of the built-in API.