+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 ------------------------------------------- keyvis digital imagery Wehrgasse 9 - GrĂ¼ner Hof 1050 Vienna Austria Phone: +43/699/12614231 --- www.keyvis.at [email protected] --- -- This email and its attachments are --confidential and for the recipient only--

