We have a pretty nice stereo camera but can't capture right and left eyes for stereo captures, necessitating creating duplicate constrained cameras for L and R eyes solely for capture/playblasts.
Sent from my iPad On Aug 16, 2012, at 8:41 AM, Eugen Sares <softim...@keyvis.at> wrote: > Hi list, > Softimage has one of the slickest interfaces known to man, but nothing's > perfect. > Let's be nit-picky for a moment... what glitches, small flaws or > inconsistencies annoy you most in Softimage? > Any SPDL hacks worth doing when SI is installed freshly? > This is about polishing, not cool new features (borders are blurry of course). > > Maybe the new developer team has nothing better to do (ha ha) and feels > motivated to do a little mop-up... > > Here we go: > > - Render Tree > When multiple objects are selected and all share the same Material, the RT > should not nag with the message "Update can't be done with two objects > selected" and display that Material. > (besides, it says "two", even when more are selected) > 3ds max can even display multiple shader trees... would this make sense? > > - Material Manager > ...should remember it's layout, expecially the horizontal divider. > There's a bug with the text input field of the Shader balls names. It > sometimes does not update, and you have to type blindly. After pressing enter > it updates, however. > > - Timeslider > When the Range Slider is moved, the timeslider should update with it > interactively (does so in Maya). > > - Project Manager > Would be nice if a double-click would open a scene in the list on the right > hand side. > > - Operator Stack > A double click on a Construction Mode Marker in the Explorer should activate > that mode. > Also, highlighting the markers in some way (bold or different color or > whatever) would clarify which mode is active in the Stack, besides looking at > the dropdown in the menu bar. > > - Operator Context Menu > ... should contain all Commands related to Operators. Now they are strewn > across the interface - some are to find in menu Edit > Operator, others in > MCP > Edit > Operator. > "Collapse Operators" is a good example. Would you go looking for that in the > MCP menu? > "Freeze" in the menu freezes everything below an operator, not the whole > stack. Thus it could be named "Freeze down" or "Freeze all below" or whatever. > > - Texture Projection Operator Stack > The "Texture_Projection_Def" property has buttons "Reset" and "Freeze" - > somewhat hidden. Could reside in the Op Stack context menu as well. > > - Texture Support > ... should show parameters GeoX, GeoY, GeoZ by default. This can be fixed > with a litte hack of texture.spdl. > I see no reason why it should not be possible to set the size of a TS > numerically. I need this often. > > - "Texture_Projection_Def" property > Checkboxes U,V,W are off by default. Should be on, because when texture > coords are outside the 0,0 - 1,0 range, textures render black, and the > head-scratching begins. > 3D-Coat AppLink for example shifts UVs around that way. > > - UI graphics > The browse icon (...) besides a path input field tends to draw artifacts when > the PPG is resized. Could be graphics driver related (GeForce 460 here). > Does one need to go for an expensive Quadro card for this? > > - Render Region Options > "Use current Pass options" should be on by default. > Often enough I have drawn an Render Region, tweaked the render parameters in > the Render Manager and wondered why nothing happens... > > More to come... > > Thanks for reading! > Best regards, > Eugen > >