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TOPIC: Reverse Selection Order for Constraints

Reverse Selection Order for Constraints 4 months 1 week ago #51

  • PIboman
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Hey,

Would feel more intuitive if we could create constraints in Maya by selecting verts first, and then the mesh to constrain to. Perhaps there is a specific reason for the way it is now, but I guess coming from using ncloth a lot, this feels a bit weird.

Just a small usability thing but would be nice.

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Reverse Selection Order for Constraints 4 months 1 week ago #54

  • JC
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Hi PIboman,

Thanks for pointing this out and we will take note of your suggestion in the context of evolving the way our constraints can be created and edited. We only exposed 2 of our joints in this beta release : Binding and stitching. We have a few more to expose with the opportunity to refine our approach with feedbacks and suggestions such as yours.

For this beta release, we went for a design where a constraint can be created like any objects without the requirement of a selection or an ordered selection. This initial choice was motivated by the fact that:
1- We can have multiple simulations in a scene and, for a simulation to work properly, a constraint and the objects involved need to belong to the same simulation. So decoupling the creation from the dependencies removed the risk of UI operations being rejected due to conflictual relationship. In the end things can be fixed up without having to delete and re-create.
2- Since a constraint can be created before even assigning a simulation,selecting the objects involved or a group of points or primitives, then creating and modifying are the same process.

Cheers,
JC

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