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
> 
> 

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