Hi all,
I prefer to see a generic widget/handler toolkit for use cases like this.
Also the fcurve editor, action editor, image editor, sequence editor can use 2d
widgets.
The implementation should be following the normal UI widget code as much as
possible, context driven, with handlers in the
Hi,
After seeing the new sunbeams node I just notice that it would be VERY
handy to have a node in the compositor to display a handler that you can
move around the screen and provide coordinates to be plugged into other
nodes. Right now the only alternative is click on the values and drag, drag
On Fri, Jul 25, 2014 at 10:12 AM, Sam Vila samv...@gmail.com wrote:
After seeing the new sunbeams node I just notice that it would be VERY
handy to have a node in the compositor to display a handler that you can
move around the screen and provide coordinates to be plugged into other
nodes.
Here's a bit of preliminary code for implementing control handles (more
idiomatic naming welcome):
http://www.pasteall.org/53070/diff
It only shows a handle for the Sun Beams node so far, but can of course be
implemented for any node. Only selection works so far, there is no
transform operator
I think a radial dial wont be as good as having a handler node or similar,
this way you can have a node adjusting many other elements into other
nodes. For example you can create a node handler that has an absolute
position and many other nodes are reading this position to add their
effects.
Is this similar to using a track marker in the MCE as an interactive
positioner then realising its coordinates via track value node? Isn't the
issue then which coords do you use, scene dimensions, render or source?
On 26 Jul 2014 05:19, Sam Vila samv...@gmail.com wrote:
I think a radial dial