my main issue, other than the great list of suggestion here, is to have a
more stable throughput into Maya. For every time I use the Send to maya
feature, I have to use FBX instead, as the send to does not pass the data
correctly.

I can't even count the number of times I have used Send to, only to have an
empty scene show up in Maya.



On Sat, Aug 18, 2012 at 12:51 AM, Eugen Sares <[email protected]> wrote:

>  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:* [email protected] [
> mailto:[email protected]<[email protected]>]
> *On Behalf Of *Paul Griswold
> *Sent:* Friday, August 17, 2012 9:09 AM
> *To:* [email protected]
> *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 <[email protected]> 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: [email protected] [mailto:
> [email protected]] On Behalf Of Eugen Sares
> Sent: Thursday, August 16, 2012 8:42 AM
> To: [email protected]
> 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
>
>
>
> ****
>
> ** **
>
> ** **
>
>
>

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