Hey Szabolcs, Look out for the next release... ;) Chris
On 21 Aug, 2012, at 5:58 PM, "Szabolcs Matefy" <szabol...@crytek.com> wrote: > +1 to all comments...seriously...and fix the slider issue with split edge > with ratio > > -----Original Message----- > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek > Sent: Monday, August 20, 2012 9:27 PM > To: softimage@listproc.autodesk.com > Subject: Re: Small Annoying Things > > In that case it would be cool if the Right-Click Explorer menu would allow > for muting the Operator/Compound if it has a "Mute" Parameter. > >> I forgot one very important annoying thing: >> >> 51) ICE Trees should show up in a PPG just like other operators when using >> ALT + Enter to inspect object(s). >> >> Since an ICE Tree can have arbitrary composition of nodes, I would clarify >> this as displaying the top level node of an ICE Tree if it's an ICE Compound >> with custom UI. >> >> The main purpose of being able to make an ICE compound is to encapsulate >> your work in an easy to manage package. If that package has a UI for the >> user to interact with (sliders, checkboxes, ...), it's important for it to >> be just as easily accessible as the PPG to other operators when inspecting >> via ALT + Enter. A custom ICE modeling tool should not require a user to >> dig 10 levels deep into an ICE tree or scene explorer to access a parameter >> to tweak. >> >> Matt >> >> >> >> >> >> >> From: softimage-boun...@listproc.autodesk.com >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen >> Sares >> Sent: Saturday, August 18, 2012 12:52 AM >> To: softimage@listproc.autodesk.com >> Subject: Re: Small Annoying Things >> >> Impressive! >> >> Generally, for my part, I would love to see SI first and foremost evolve in >> this directions: >> - extensibility >> - customizability >> - consolidation (general bugfixing, SDK fixes/cleanups, UI >> fixes/cleanups) >> >> >> Am 18.08.2012 05:05, schrieb Matt Lind: >> Here's my short list, some dating back to v1.x: >> >> >> >> 1) Inspecting a mixer source or mixer clip via the RMB context menu displays >> a collapsed PPG that must be manually resized via dragging the mouse to see >> it's contents. >> >> 2) Transfer / Merge Attributes editor found in the Poly.Mesh merge tool, >> GATOR, and a host of other tools only shows top two rows in the upper pane >> of the dialog and is NOT resizeable. >> >> 3) Transfer / Merge Attributes editor defaults to pairing up cluster >> properties (UVs, vertex color, user normals) by chronological order of >> creation instead of by name. >> >> 4) Updating a mixer source does not update mixer clips pointing to it from >> the mixer timeline. >> >> 5) No easily accessible UI for looking at image sources/clips on a mixer >> timeline. Must navigate to the image clip folder in the scene explorer and >> know to select the image clip(s) to see anything at all. Images should be >> an available option from the mixer. >> >> 6) No SDK access to Spreadsheet view. >> >> 7) No option for scaling objects on axes other than local (such as >> global, object, or COG) >> >> 8) Cannot adjust explorer view filter to only show custom properties or >> other property type data without showing the rest of the object's structure. >> >> 9) Deleting selected object from the scene when in an explorer set to >> "selection" scope causes scene explorer to go blank even when it's locked >> (auto refresh deactivated). Really? Can't it just maintain the current >> view? >> >> 10) Texture Editor relax tool doesn't relax. >> >> 11) No place to hide custom userdata that isn't in plain view of the user. >> Would be very useful for custom tools. >> >> 12) No paint UI or ability in SDK to create a useful 3D paint system. >> >> 13) Performance very bad with many objects in scene regardless of object >> complexity. >> >> 14) No ability to auto update self installing custom properties in a scene >> after code changes. >> >> 15) No falloff icon/manipulator for point lights >> >> 16) No ability to send events/callbacks to netview for custom tools to >> respond (example: on selection change, would like a netview based tool >> to respond) >> >> 17) No ability to preserve work on NURBS Surface when converting to polygon >> mesh....other than trivial geometry. >> >> 18) Realtime shader system overhauls that shows vertical improvement instead >> of lateral. >> >> 19) Lack of UI customization throughout. Makes custom tool development more >> difficult than it should be. >> >> 20) Ability to substitute operators/operator inputs in the construction >> history outside of text and curves. >> >> 21) Ability to read/write the construction history from the SDK other than a >> trivial XML dump. What's needed is low level access to operator >> inputs/outputs so the operators can be recreated exactly using custom >> importers/exporters. Example: the 'movecomponent' operator does not >> expose any parameters. Therefore a custom tool which needs to build an >> object from a file description cannot recreate the movecomponent operator on >> the generated object's stack. >> >> 22) ASCII file format for all presets, scene files, models, and other >> externally referenced data specific to the application. >> >> 23) A finished NURBS modeling toolset. >> >> 24) Ability to read / write NURBS data in parameterizations other than >> Non-Uniform. >> >> 25) Ability to get access to a reference model's Delta via the scripting >> object model. >> >> 26) Ability to write to a PointCloud from scripting. Example: apply color >> values to the points in the point cloud. >> >> 27) Ability to duplicate an object contained in a referenced model. That >> is, the resulting duplicate should be local to the scene and have no >> affiliation with the referenced model from which it was derived. >> >> 28) Ability to define presets / default values for commonly used tools. >> >> 29) An Image clip viewer available directly from the viewport menus which >> allows panning, zooming, resizing, channel component viewing, etc... that >> was written in the last 15 years. >> >> 30) Tools for selecting subcomponents from samples (eg: uv --> polygons). >> Needed outside the texture editor. >> >> 31) Customizable context menus for tools allowing removal and rearranging of >> tools, and allows arbitrary ordering/placement of custom tools. >> >> 32) Tear away controls from any toolbar that doesn't require an entire >> package of buttons/controls to be torn away with it. Example: I just want >> to tear the snapshot button off the FCurve editor toolbar. I don't want the >> swap buffer, HLE, and other tools to come with it. >> >> 33) A toolbar/layout/shelf editor that was built in the last 15 years and >> works on drag n' drop and tear away editing principles. Heck, even the old >> SI3D dialog editor was more intuitive than the XSI version. >> >> 34) Ability to put expressions, constraints, and other data types into mixer >> sources via the SDK, AND the ability to do so without requiring the >> parameters contained in a mixer source to exist in the current scene. >> >> 35) Why do primitive NURBS circles and squares default to having so many >> control points? >> >> 36) Using any tool which creates a sample clusterproperty (UV, vertex color, >> user normals, ...) results in the newly created property being inserted into >> the most recently created sample cluster. If you work in a system which >> requires clusters to be named (oh, I don't know, like a games development >> workflow) you cannot control how data is generated resulting in a lot of >> misplaced data breaking stuff. >> >> 37) Value locks that actually work would be appreciated when used in >> referenced models. >> >> 38) When transforming subcomponents individually in local mode, there should >> be a 'center' icon drawn for each subcomponent so the user can see where >> each subcomponent will move. >> >> 39) subcomponents should transform relative to the selection's center when >> working in symmetry mode. Example: a character in a T-pose. If a ring of >> polygons around the wrist are selected, rotating the polygons when COG and >> Local are active should result in the polygons rotating around the wrist, >> not the global origin. >> >> 40) Shadow icon colors should show up in the schematic, scene explorer and >> other views. >> >> 41) There should be an easy way to view the R, G, B, and A channels in the >> viewports. Important when working with vertex colors and other metadata >> which isn't necessarily used in the traditional context of beauty pass >> color. Example: normal maps where the unused blue channel is used for >> another purpose. Sometimes we need to see that blue channel on it's own. >> >> 42) Ability to work on multiple texture projections simultaneously in the >> Texture editor without having to lock any. >> >> 43) No tools available to convert instances to objects and vice-versa. Same >> for clones. No tools exist for finding/selecting the masters of an instance >> or clone. I've written my own, but it's annoying I have to do so. >> >> 44) ICE Modeling is restricted to the modeling marker within the >> construction history. >> >> 45) XRay mode is per object. Doesn't take occluded objects into account for >> doing useful things like making translucent image planes for roughing out >> the modeling or texturing of new assets. >> >> 46) sliders in the KP / L are lmitied to on/off states and cannot set to >> other values. Example: a parameter defined as siFloat with range [0...1]. >> In a PPG this shows up as a slider which can be set to any value in the >> range, but when this same parameter is edited in the KP / L, the user is >> restricted to 0 or 1 as accepted values when dragging the slider. Must >> manually type values to get anything inbetween. >> >> 47) Cannot view an animation layer without the base layer. There are times >> users want to only see the upper layers in isolation so they can see only >> what has been changed beyond the base layer. >> >> 48) Snap to texel is missing from 3D snap toolset. >> >> 49) Proportional modeling settings apply globally, but how the values are >> interpreted by tools are different depending on the view which the feature >> is used. Example: in the 3d viewports the proportional modeling settings >> are defined in SI units, but in the texture editor they're defined as UV >> values. The problem is falloff as used in the 3D viewports is usually on a >> fairly large scale (several units) as objects are usually modeled fairly >> large. But UV editing is usually in range [0....1], so any proportional >> modeling adjustment defined for the 3D viewports will have no effect in the >> texture editor because the falloff radius will be larger than the entire UV >> space which texture editing takes place. Reducing the falloff to satisfy >> the texture editor results in the falloff being too small for use in the 3D >> viewports. ARGH! >> >> 50) Anytime those nested layers want to work is fine by us. Especially with >> referenced models. >> >> >> >> >> Matt >> >> >> >> >> >> >> >> From: >> softimage-boun...@listproc.autodesk.com<mailto:softimage-bounces@listp >> roc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com] On >> Behalf Of Paul Griswold >> Sent: Friday, August 17, 2012 9:09 AM >> To: >> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com >>> >> Subject: Re: Small Annoying Things >> >> Is the new dev team making a list out of this? This list is gold. I'd >> absolutely love to see this kind of stuff addressed in 2014. >> >> -Paul >> >> On Fri, Aug 17, 2012 at 9:56 AM, Eugen Sares >> <softim...@keyvis.at<mailto:softim...@keyvis.at>> wrote: >> Am 17.08.2012 15:42, schrieb Jeff McFall: >> >> If the render tree window is open and one assigns a new material to >> the selected object the window does not automatically refresh to show >> the new material >> >> Not sure if this is intent or not but I often end up changing the >> wrong material because I expected my new material to be there >> >> +1 >> Even asked VRay support two days ago if this is related to the connection >> plugin, but no, it's a SI bug. >> >> >> everything else is perfect >> >> jeff >> >> >> -----Original Message----- >> From: >> softimage-boun...@listproc.autodesk.com<mailto:softimage-bounces@listp >> roc.autodesk.com> >> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-bounc >> e...@listproc.autodesk.com>] On Behalf Of Eugen Sares >> Sent: Thursday, August 16, 2012 8:42 AM >> To: >> softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com >>> >> Subject: Small Annoying Things >> >> 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 >> >> >> >> >> >> >> >> > > > -- > ------------------------------------------- > Stefan Kubicek Co-founder > ------------------------------------------- > keyvis digital imagery > Wehrgasse 9 - GrĂ¼ner Hof > 1050 Vienna Austria > Phone: +43/699/12614231 > --- www.keyvis.at ste...@keyvis.at --- > -- This email and its attachments are > --confidential and for the recipient only-- > >
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