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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