I meant for the slider issue ;)

Chris 

On 21 Aug, 2012, at 7:30 PM, "Chris Chia" <chris.c...@autodesk.com> wrote:

> 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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