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-- >> >>
<<attachment: winmail.dat>>