+1 to all comments...seriously...and fix the slider issue with split edge with 
ratio

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Stefan Kubicek
Sent: Monday, August 20, 2012 9:27 PM
To: [email protected]
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: [email protected] 
> [mailto:[email protected]] On Behalf Of Eugen 
> Sares
> Sent: Saturday, August 18, 2012 12:52 AM
> To: [email protected]
> 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: 
> [email protected]<mailto:softimage-bounces@listp
> roc.autodesk.com> [mailto:[email protected]] On 
> Behalf Of Paul Griswold
> Sent: Friday, August 17, 2012 9:09 AM
> To: 
> [email protected]<mailto:[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]<mailto:[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:softimage-bounces@listp
> roc.autodesk.com> 
> [mailto:[email protected]<mailto:softimage-bounc
> [email protected]>] On Behalf Of Eugen Sares
> Sent: Thursday, August 16, 2012 8:42 AM
> To: 
> [email protected]<mailto:[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
>
>
>
>
>
>
>
>


--
-------------------------------------------
Stefan Kubicek                   Co-founder
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           keyvis digital imagery
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