some feature requests for TS 7.6

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some feature requests for TS 7.6 // Feature suggestions

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Post by holm // May 26, 2007, 11:41pm

holm
Total Posts: 33
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1. I really miss a morph target system in TS7.5. Please give CrazyBob an animateable face :-)

2. Skeleton Poses Library and the same for morph targets

3. Unattach a skeleton from a character for use with an other character

4. nice to have: a fbx format import export

5. nice to have: function / weighting curves in animation tracks

Post by splinters // May 27, 2007, 1:47am

splinters
Total Posts: 4148
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Well, this could run and run...:rolleyes:


1. Fixed Isometric view

2. Support for 3D input devices in workspace

3. Advanced hair grooming tools and clumping

4. Vray improvements such as SSS and Fur

5. BOOLEANS...;)

6. Wheel Zoom to cursor in perspective view

7. Multiple camera views (stored with scene)

8....oh, I will hand over to someone else now...

Post by hemulin // May 27, 2007, 3:11am

hemulin
Total Posts: 1058
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Don't forget that magic "Make Pretty Render Now!" button.......;)

Post by RichLevy // May 27, 2007, 3:21am

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Total Posts: 1140
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[QUOTE=holm;35822]1

3. Unattach a skeleton from a character for use with an other character


You can do this now, you just need to dig into the LE.

in LE

go 1 level into Actor Node

CTRL Drag and Drop Skeleton Node into a rig Library of your choice

rename it something you like :D


In WS

make sure character you want to remove skeleton from is selected

select the Attach Skin to Skeleton

than select the mesh

Skeleton and mesh seperate

(this system is a tad bit messy but it has some definate advantages over the above one)


HTH


rich

Post by Burisman // May 27, 2007, 3:39am

Burisman
Total Posts: 128
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Booleans, yeah, definitely!
Bringing some of functionality like (advanced) volumetrics (but now for VRay, not only LW), or better, on the model-side would be splendid. It would be nice to create a bit of haze around lightbulbs etc.
Yes, a "lathe tool" with the same flexibility as on the model-side would of course be very welcome.


But I suppose these things are planned anyway, because they belong to the legacy toolset.

Off topic compliments to Caligari: "Add Loop" and "Normal Sweep" are great!

Post by Leif // May 27, 2007, 4:14am

Leif
Total Posts: 276
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volumetrics

http://www.chaosgroup.com/news/20040604-01.html

Dream on (good dreams have a tendency to become reality if you know the right power source). :)!

Post by nowherebrain // May 27, 2007, 6:35am

nowherebrain
Total Posts: 1062
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here's mine

1)LE layer support
2)Splinters(the guy who "says he designed the icons") requests..all of them.
3)Vray-QMC for first AND second bounce
4)number of bounces
5)LE(this could be me)I try to control the SDS level based on the vector distance of the camera, doesn't seem to work/get a crash.
6)object render attributes shows the object name.
7)Curves
8)LSCM(kicking a dead horse)
9)poser import:D
10) add loop(the current needs to be fixed, IMO)
11) to be continued

Post by splinters // May 27, 2007, 7:47am

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Total Posts: 4148
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...I forgot LWA support (did I get that right?) LW materials and object support.

Post by nowherebrain // May 27, 2007, 11:16am

nowherebrain
Total Posts: 1062
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Not to mention FG and LW 7.6, for tS 7.6...nifty.

Post by Jack Edwards // May 27, 2007, 12:19pm

Jack Edwards
Total Posts: 4062
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Edge extrude
Local (face) transform during multi extrude
Integration of ME with DX link node system
Instanced Materials
Instanced Objects
Unglue group/Extract Object
Soft selections as deformers for skeletal rigs (like the "C" groupings in Maya) (for spines)
Spline based rigs (for tails)
Mental Ray
...

Post by Jack Edwards // May 27, 2007, 12:22pm

Jack Edwards
Total Posts: 4062
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Oh yeah..

Rename the current bevel tool to "inset".

and add a bevel tool that works like the one in Model side. :p


-Jack.

Post by Burnart // May 27, 2007, 12:53pm

Burnart
Total Posts: 839
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Wacom tablet pressure support for soft selection and soft paint tools.
Almost forgot - how about a comprehensive index for the (fully updated!) manual.

Post by Jack Edwards // May 27, 2007, 1:04pm

Jack Edwards
Total Posts: 4062
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Nice one burnart! Wacom pressure support for soft selection and displacement paint would be AWESOME. :banana:


Another: Scene tree


-Jack.

Post by Burnart // May 27, 2007, 2:16pm

Burnart
Total Posts: 839
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Nice one burnart! Wacom pressure support for soft selection and displacement paint would be AWESOME. :banana:


Another: Scene tree


-Jack.

Would I be pushing it if I asked for something that let a wacom actually add geometry with pressure sensitivity? - kind of an auto-normal-extrusion drawing tool! :D

Post by Jack Edwards // May 27, 2007, 4:02pm

Jack Edwards
Total Posts: 4062
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I think I remember seeing discussion about that for Silo. It'd be sweet for modeling, tails, tenacles, electrical cords... the trick would be knowing what plane to constrain the drawing too. Probably simplest to constrain it horizontally in the perpective view, and let the orthographic views constrain to their individual planes.

Edit and it could be implemented easily enough for the mouse as well, just use the mouse wheel to increase decrease the same value (uniform scaling?) that pressure sensitivity would modulate.

-Jack.

Post by Jack Edwards // May 27, 2007, 4:05pm

Jack Edwards
Total Posts: 4062
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Heck just the auto extrude along mouse/pen path by itself would be frickin' awesome. :D


-Jack.

Post by Burnart // May 27, 2007, 4:28pm

Burnart
Total Posts: 839
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Heck just the auto extrude along mouse/pen path by itself would be frickin' awesome. :D


-Jack.


Maybe it would record the path and pressure data (or use a preset weighting over time graph) and then perform the task on release. Draw the line. Let go. Crossed polys extrude as a group. Perhaps you would preselect an option that would determine whether the extrusion followed normals or current view direction or was a gouge rather than extrude...... lots of possibilities.


Nice to have that kind of Wacom support - but maybe a clever script/LE object could be devised to do this with a mouse in 7.5?

Post by nowherebrain // May 27, 2007, 6:34pm

nowherebrain
Total Posts: 1062
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Heck just the auto extrude along mouse/pen path by itself would be frickin' awesome. :D


-Jack.


Yes, I asked about that before...magic bevel. Sweep along path...whatever..


I'm hearing a lot of good stuff in this thread(reading it actually).

bevel > inset good one

How about more options for bevel...

1)bevel faces as individuals

2)bevel as group

3)bevel edges(same functionality as with faces)

4)bevel along 2 paths(1 for length and curvature, 1 for Outside diameter)

5) all settings should have inset and height settings, of course.

we could then "ditch" the old sweep tool.

Post by Burnart // May 27, 2007, 7:19pm

Burnart
Total Posts: 839
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Holm's suggestion of a morph target system in the origin of this thread is worth mentioning again. I agree totally with that as a needed feature. ( I think Jack created an LE object for morphs but I've never been able to figure out how to get it to work....!)

Post by Jack Edwards // May 27, 2007, 11:32pm

Jack Edwards
Total Posts: 4062
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Yeah, yeah, I know, I owe you guys a tutorial... :o


-Jack.

Post by holm // May 28, 2007, 8:10am

holm
Total Posts: 33
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Hi Jack, i have heard from your morph tool. I hope you can migrate it easy to 7.5 and thanks in advance for your work. I imagine also for a morph tool which is seamless integrated in the story editor - morphing with animation tracks - stretch and match the morph effects with the current skeleton tracks.

Post by Jack Edwards // May 28, 2007, 11:16am

Jack Edwards
Total Posts: 4062
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It should work fine in 7.5 since it worked with the beta. You can key frame the slider positions so it should also be editable in the AE as well. The big question which I haven't had time to test is whether it will work with the bones system. During the beta there were a couple issues that I didn't have time to find solutions for. Should have some time later in the week though. I'll work on the tutorial while I'm at it.


Caligari no doubt has plans to add their own morphing system so mine is just a stop gap measure anyway.


-Jack.

Post by Burnart // May 28, 2007, 2:54pm

Burnart
Total Posts: 839
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Caligari no doubt has plans to add their own morphing system so mine is just a stop gap measure anyway.

-Jack.

Be nice if Roman would confirm that. (Though I'd still like to get yours working.)

Post by transient // May 28, 2007, 3:25pm

transient
Total Posts: 977
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I think I remember seeing discussion about that for Silo. It'd be sweet for modeling, tails, tenacles, electrical cords... the trick would be knowing what plane to constrain the drawing too. Probably simplest to constrain it horizontally in the perpective view, and let the orthographic views constrain to their individual planes.



This is a great suggestion. I wonder if the point edit snapping tool would be useful in this instance?

Post by nowherebrain // May 28, 2007, 4:14pm

nowherebrain
Total Posts: 1062
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keyboard constraint, holing "X" would turn off Y, and Z...etc it may be a little limiting almost like an etcha' sketch, and may have to disable hot keys in drawing mode, but I don't see why it would not work.
this would only be in perspctive view of course. You could also use it in screen space i.e screen coordinate system.

Post by julesd // May 29, 2007, 5:54pm

julesd
Total Posts: 15
How about better Vista support, wow lots of memory problems,and crashes.

I would also like to see "Render to file" with an actual video format such as .avi and not just images.

Post by Burnart // May 29, 2007, 6:01pm

Burnart
Total Posts: 839
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How about better Vista support, wow lots of memory problems,and crashes.


Good idea but I wonder whether problems encountered are Caigari's or Microsofts? (Thankfully MS don't build planes!):p

Post by julesd // Jun 3, 2007, 7:26pm

julesd
Total Posts: 15
FPSC X10 from "TheGameCreators" is about to come out I would like to be able to create my characters with all animations and textures, including normal maps and export them to FPSC X10 without any touch ups for importing them into FPSC X10.

Post by Cthulhu // Jun 9, 2007, 7:30am

Cthulhu
Total Posts: 48
I noticed some of these were already stated, just read them as another "vote" for that feature/request:


- Separate subsurface color for Vray SSS shader.


- A check box to have the Vray background color render instead of the scene background color. Or just unify the two.


- Background intensity for Vray works with color also (not just image). This way the color wouldn't have to dictate the intensity (if I wanted a bright, vivid background color, but didn't want it to contribute much GI to the scene).


- The ability to use a multi-color (not just limited to two colors) gradient as a background (spherical -mapped so it would reflect properly). This would be for Lightworks and Vray. Better yet, implement a gradient editor into the Global Environment light.


- Where did the Super Lighworks shader go? Not that I could make anything that worked with it, but at least node-based shader creation was thought of when designing tS7. I'd like to see another try, and to see the Link Editor improved in this area. I can see all the basic building blocks of a Lightworks shader in the Library browser. Can these be used to make anything?


- The ability to hold down shift (or some other button) while scaling/moving/rotating to invoke snapping (rather than having snapping on all the time).


- Creating primitives in Workspace should keep everything above the workplane (like changing the height of a cube should just make the top face change height, not the top and bottom). It should also be place on top of the workplane (the cylinder does this, why not others?).


- Local scale/rotation/movement per-face when editing multiple faces/edges/vertices in Workspace.


- An option to not create beveled text (just flat faces)


- Apparently we have the option to do mesh displacement based on an imagemap, but I still can't figure out out how to do it from reading various threads. Make this easy to do.


- Pressing delete on the keyboard while in point edit mode should delete the face/edge/vertice I have selected. In workspace it deletes the whole object. On the model side, it does nothing.



- Right-clicking the render button should bring up both the Photorender and Vray settings. I've tried putting the two together (using alt-drag), but they eventually revert to separate panels.


- The "Bevel" tool in Workspace is actually more of an "Inset" tool, which is nice. Just needs a re-name.

Post by Cthulhu // Jun 9, 2007, 7:57am

Cthulhu
Total Posts: 48
- A timer for renders!!! One that stays until a new render is started.
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