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Old 10-20-2024, 05:12 AM   #1
FadeToBlack
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Ever noticed that in some projects where:

You have objects that are not too close together, and even if you're clicking on an object for example grass or scenery.

Then you move it using the macro software 3DMMAP, anim1 bindings: left, right, up, down.

Sometimes, the cursor slips and goes to another object and moves that downward.

This can be very frustrating to maintain the position of the other object to its original location because the undo button doesn't bring it back.

I have nearly given up hope on the issue, I assume it's because of the combo box setting "Windowed+22" instead of "Windows XP".

Any help?

Last edited by FadeToBlack : 12-09-2024 at 07:07 AM.
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Old 10-20-2024, 01:16 PM   #2
Onattien
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i doubt the creator of the program is gonna suddenly come back and fix all of these problems, but yeah it's tedious.
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Old 10-20-2024, 02:58 PM   #3
Plopilpy
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that's not a 3dmmAP problem, that's a 3dmm problem. the hitboxes aren't all that great.


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Old 10-20-2024, 08:46 PM   #4
FadeToBlack
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Quote:
Originally Posted by Plopilpy
that's not a 3dmmAP problem, that's a 3dmm problem. the hitboxes aren't all that great.


True, I think features of 3Dmmap need to be put in 3Dmm open source:Implementing some kind of new drag/moveable menu overlay. You can track this new menu anywhere on the screen in 3D movie Maker.

It can be used right next to the timeline, as 3dmmap hot keys to "add frame" do not work for some reason. This would basically make it easier to animate, because simply clicking directional arrows on the menu to move selected object 1,5,10 increments, and having that right next to the timeline would eliminate any animation problems.

A HUD interface with eight direction arrows, to help move the selected bounding box by clicking on a direction arrow, at 1,5, or 10 incremental spaces, without using the mouse the drag it, whether up/down or panning in 3D (xyz) space.

Macros are unreliable for clicking.

I click on an object that's on the left and the bounding box is big enough.
And even though the other objects are at a fair distance from view, I still selected the large bounding box on the left side of the screen. I have to click it every single time to make sure it gets selected to move with macros. Very rarely though, do I end up selecting a different object that wasn't even topmost to be selected.

So this is typically a human error. The objects all have to be positioned within a decent distance from the screen so the API is clear for selecting all the objects individually. Otherwise, the bounding boxes would either be too ominous to see the other ones.
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Old 10-20-2024, 08:58 PM   #5
Plopilpy
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I think you underestimate how much work implementing that would be for the developers of projects like 3DMMForever and Open3DMM. 3DMMForever had around 4-5 developers working on it consistently at one point and even then it was a huge task just to make a few small changes. 3DMM's code and rendering is not a simple thing to tinker with, it took Jayrod over a year of consistent development to get OpenGL in his project.


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Old 10-20-2024, 09:02 PM   #6
PizzaLuigi
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Quote:
Originally Posted by Plopilpy
3DMMForever had around 4-5 developers working on it consistently at one point
That sure was some 2 days


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Old 10-20-2024, 09:14 PM   #7
FadeToBlack
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Last edited by FadeToBlack : 12-09-2024 at 07:08 AM.
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