Suggestion for interface

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Suggestion for interface // Roundtable

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Post by bill // Apr 30, 2006, 8:08am

bill
Total Posts: 114
pic
I would like to suggest that navigation in Player be simplified. Currently if you want to rotate around the model you have to move your mouse over to the navigation widget, click on the appropriate area, adjust the scene as necessary, then move back to editing.

This could be greatly simplified. For instance press down the mouse wheel and move the mouse to rotate the scene. Hold down the mouse wheel and press Shift to pan the scene. Hold down the mouse wheel and press Ctrl. Move the mouse left, right, up, or down to rotate the floor up, down, left, or right. I would also like to have the scene rotatate around the center of the screen rather than around the selected object.

Moving a face could be simplified as well. Currently you have to select the appropriate part of the widget and use the left mouse key to move a face in relative X and Y or use the right mouse to move the face in relative Z. I would like to select a face and move the face in relative Z with the left mouse button. Hold shift and move the face in relative X or Y. Hold Ctrl to scale. Then no need for the edit widget at all.

Zooming. I would like to place the mouse on an spot on the screen and roll the wheel in and out and the scene would zoom in and out on that spot.

I just find it easier and faster to work this way. With the widgets you have to click on a very small part of the widget to make the appropriate edit. With no widgets you are concentrating on the edit and not the widget.

Oh...and realtime display of how far you are moving an object and the current size of the selected element, whether it be a face or the entire object. Currently Player has no feedback to tell you how big anything is or how far you move it. You are simply editing by eye, which may work ok for character modeling but doesn't cut it for architectural modeling.

I have a variety of modeling programs I use. Currently Sketchup is my favorite modeler because of its very simple and easy to use interface which makes it very fast and powerful. And it is designed as an architectural modeler, which is what I do, so of course the tools are geared in that direction. But I'm hoping that TS will someday surpass Sketchup's ease of use. I don't do character modeling or animation so those features of TS don't do me any good. But it would be great to be able to let a client walk around in their house in TruePlay so they can get a feel for the finished product.

No one software is going to fulfill all of my needs. But the closer TS gets to that goal the less I will be switching back and forth between programs and importing and exporting models between them.

Post by tomasb // Apr 30, 2006, 8:28am

tomasb
Total Posts: 261
widgets on player side are completly configurable but needs a little knowledge in what is coordinate system etc... it is possible to do widget-less navigation & editing - you need to remove widget shapes, replace active widget controller by background widget controller and adjust gestures.


You can experiment with it a bit, when you corrupt widgets, you can delete widgets encapsulator and restart ts or reset to default context - widgets will reset to default.


whether to use widgets or not - this is different from customer to customer.

that's why (almost) everyting in new architecture is fully configureable..
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