HM3: Proportional scaling

With thanks to Fabien for reminding me, I've added a "proportional scale" toggle to HM3 so that you can make an item bigger or smaller without distorting it. Here's a screen shot of the new feature turned on:

proportional-scale

11 Responses to HM3: Proportional scaling

  1. neon_n64 says:

    Good. This will be very useful indeed.

    I’m getting more excited with every HM3 update 🙂

  2. collex says:

    And by using number, it will be easier to scale a lot of object at the same size. (Or can we only use these numbers for proportional scaling?)

    A “copy sacle”, if it is possible, would be great too. (Like you paintbrush button that copy colors)

  3. Jeff Hebert says:

    You can type in the numbers independently as long as you’re not in “proportional” mode.

    I do want to have a “clone” type of feature. I hadn’t planned on having that be transformation-specific but just a “copy everything about this item to that one over there” kind of thing.

  4. Ballin' Boy says:

    Question, when we do use proportions and stuff and the scale button, can we make it grow or shrink from the middle of the object?

    I ask this because in the minis when you re size an object the object kind of moves or rotates out of its place and you have to move it back.

    I don’t know what other people think

    And if you’ve already dealt with this than please take this post out back and end it quickly.

  5. Jeff Hebert says:

    The problem with that, Ballin’ Boy, is that I have to pick some sort of center point for the slot each item is associated with. To take an example, the muscle-posed arm in the Body slot in the Horror and Zombie minis is based on Body. The centerpoint for the Body slot is basically where the belly button is. This works great when you’ve got an entire Body to deal with — choose one and spin it and it spins on its centerpoint. But in order to have the arm show up in the right place, it has to be drawn out to the top right of the centerpoint of the Body slot. Otherwise when it gets dropped in, you’ve got an arm sticking out of where the belly button ought to be.

    It’s a tradeoff between having the centerpoint be off for rotating and scaling, and having the item show up in the right spot without having to be dragged there by the user. Breaking the body up into a dozen zones would help because each zone would have a more appropriate centerpoint, but then you’ve got the hassle of loading up twelve different slots and their associated sets of items instead of just one.

  6. Damien says:

    My wife wanted to know if there could be a “different body types” for women especially. A- through D-cup, toned to flabby, etc…

  7. Jeff Hebert says:

    Damien,

    In HM3 since you can layer items in the same slot over and over, you’ll be able to basically build up any sort of body type you want, particularly if you add in the scaling feature.

    Also, congratulations on having a wife who is interested in the breasts of other women. I approve.

  8. Fabien says:

    Why do you give up the principle of the click and move with the mousepad for the item deplacements ?

  9. Jeff Hebert says:

    OK, look you guys, I’m going to have to take a moment here and beg you to actually read the posts before commenting. Fabien, from the HM3 post just before this one:

    Of course you can still manually click and drag items around as you like, with the current coordinates automatically displaying while you do so in the appropriate boxes.

  10. Timespike says:

    Looks great, Jeff. What were you planning on charging for this version when it releases?

  11. Jeff Hebert says:

    It’ll be free, Timespike, with integrated ads to pay the bills for UGO.