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5mo ago

Object core transforms: Skew in X and Y axis

Saw there was another ticket about both Skew AND deformations. As I know how it works as being a product manager myself I suggest splitting it into two request tickets. One for Skew and the other for deform.

Skew would be similar as say the one in Photoshop etc

Reason:
Skew is commonly used to "fake" core animation principles. It works on any objects, is easy to use and use little to none extra caculation performance.

  • speed distortion

  • stretch

  • anticipation lag

  • 3D tilt and parallax (floors, roofs and walls etc)

Also as said it not destroying any of the geomtry so its easy to reset. For me its part of the core transforms: move,scale, rotate.

(Note: Most likely you can achieve same skew effect with just a quad mesh where you animate the top and bottom line differently - BIG CORE DIFFERENCE is that a Skew is a dedicated parametric skew that works on any object regardless of topology- again same as rotate - this make it super quick and easy to tweak and update. ON TOP of that using a quad mesh = 2 triangles distorts the image based on the triangulation, so its not really a 2D image skew but polygon based and gives and incorrect visual end result compared to are normal skew so pure workflow wise one can't compare a real skew transform with a mesh deformation "simulated" skew)


Version 1.

Parameters
X skew: value
Y skew: value

The skew would take action from the XY center of the object.
Or if possible from the pivot point. (or if it can have its own pivot

Implementation
Either part of the core transform. move, rot,scale
Or if possible to add as stackable modifiers that also works (good part is then you can apply an X skew) and later add another Y skew on top in the local space vs global space

1 reply
n
n
(edited) 2mo ago

Yes please. Should be a basic function.

Its also necessary for any type of perspective or isometric work.