View Full Version : A Plugin you would like to see?
So, if you had your own code genie and he said, "What kind of plugin would you like me to write for you today?" What would it be? To make this resonable, lets keep it in the area of modifing geometry, paths, animation or other object manipulation, file transfer, importing and exporting. We'll leave textures and rendering for later...Any ideas?:)
| |
cyphyr
06-01-2005, 05:54 PM
I'd love to see a basic scene setup plugin. Something that would add lighting rigs / radiosity and a ground plane in one hit. Every time I run lightwave I always have to go through the same rigmarole of setting up lights making a ground plane in modeler just to experiment with a some new idea I've had. A plug to speed up this process would be great.
I've made some macro's for adding light rigs but they only seem to work at the begining af a lightwave session and I cant figure how to make a ground plane without being in modeler and saving it and setting up the contenr dir. aghhh.
would be nice
cyphyr
Have you tried setting up a basic scene with it all ready to add the objects? I have a few different scenes setup for tests like that...not to say that a plugin wouldn't be good too.
Cheers, Ron
monovich
06-01-2005, 06:24 PM
I would like to see a better textured channel plugin. The current one doesn't behave like I would like to see.
I'd want it to for instance be able to take the luminance value of a pixel of a texture map and assign it to a specific channel on a specific item. That way I could for instance scale, move, or rotate a large array of objects in a controlled manner with a simple texture map (or image sequence!).
I could have a 100x100 array of boxes with each individual box's scale controlled by a specific pixel on a 100x100 texture map.
I guess the texture map's values would range from 0-255 and could be translated/scaled to whatever channel parameter they are modifying much like sliders or channel follower does.
it would make for some VERY cool effects that I've wanted to try for a long while.
*sigh*
devin
06-01-2005, 06:33 PM
Not sure if it's implementable by a plug-in but the ability to toggle grid snap in modeler on/off by a keystroke. Simple wish though I obviously have no idea about the execution...
dev
toonafish
06-01-2005, 06:54 PM
For modeling:
-an interactive bendsaw, not like BendSawPro but more like Jigsaw. So just select 2 polys or several non looping ones, and move the mouse to slide the edge(s) where you want it. Would also be great if it would regard the SubD shape and not place the new edge linear between the vertices.
-an alternative to the current symmetry mode that would work with all the tools in modeler.
For animation:
-something like SockMonkey but then like proper clusters that work on top of bones and other deformers.
-a lattice deformer that works with other deformers.
-an Effector deformer that works on top of other deformers
webshot
06-01-2005, 10:28 PM
I'd love to see a basic scene setup plugin. Something that would add lighting rigs / radiosity and a ground plane in one hit. Every time I run lightwave I always have to go through the same rigmarole of setting up lights making a ground plane in modeler just to experiment with a some new idea I've had. A plug to speed up this process would be great.
I've made some macro's for adding light rigs but they only seem to work at the begining af a lightwave session and I cant figure how to make a ground plane without being in modeler and saving it and setting up the contenr dir. aghhh.
would be nice
cyphyr
there are 2 ground plane plugins on flay (one of them is tb_plane or soemthing like that), and there is a free plugin on simplylightwave.com that does a auto setup of a 3 point light setup. But if it could be done in one step I would love that as well.
toonafish
06-01-2005, 11:04 PM
I'd love to see a basic scene setup plugin. Something that would add lighting rigs / radiosity and a ground plane in one hit. Every time I run lightwave I always have to go through the same rigmarole of setting up lights making a ground plane in modeler just to experiment with a some new idea I've had. A plug to speed up this process would be great.
I've made some macro's for adding light rigs but they only seem to work at the begining af a lightwave session and I cant figure how to make a ground plane without being in modeler and saving it and setting up the contenr dir. aghhh.
would be nice
cyphyr
A script like this is very easy to create yourself. Just startup Lscript Commander, record all the steps needed and install the script.
To make sure LW selects the right object, better use the "SelectItemByName" command ( ' key -same key as quotation mark-) instead of selecting it with the mouse which creates an Item number command and that number might be different when there's already other objects in the scene.
Here's a little script I created in 5 minutes that creates 3 area lights, moves and rotates them, changes camera settings to low aliasing, 50% resolution and activates background radiosity with noise reduction and disables volumetric radiosity.
If you want to add a groundplane, just add the "LoadObject" command followed by the path to the object file.
TrueArt Support
06-04-2005, 12:15 AM
Not sure if it's implementable by a plug-in but the ability to toggle grid snap in modeler on/off by a keystroke. Simple wish though I obviously have no idea about the execution...
dev
I am afraid it's impossible to 3rd party user (unless you want to cheat with simulating mouse move and clicking).. For LightWave programmers this would take about 10 minutes..
TrueArt Support
06-04-2005, 12:32 AM
-an interactive bendsaw, not like BendSawPro but more like Jigsaw. So just select 2 polys or several non looping ones, and move the mouse to slide the edge(s) where you want it.
That's funny.. I today added it to to-do list.. Probably will be part of TrueArt's Modeling Pack..
Would also be great if it would regard the SubD shape and not place the new edge linear between the vertices.
Almost not possible (arround 97%) to 3rd party developer to do that.. Lack in LightWave SDK..
-an alternative to the current symmetry mode that would work with all the tools in modeler.
Automatic? Definitely NOT possible to 3rd party developer.. This would require almost complete rewrite of Modeler core..
For animation:
-something like SockMonkey but then like proper clusters that work on top of bones and other deformers.
-a lattice deformer that works with other deformers.
-an Effector deformer that works on top of other deformers
Deformer is.. Displacement in LightWave, I suppose.. ?
This one is possible, but need making independent plug-in class which others 3rd party developers will start using (which means it would need a very large user data base from the beginning).. Instead of normal bones artist would use NewBones etc. with other things.. Using currently existing Displayment plug-ins would be disallowed because in the most of cases it'd screw everything, therefore everything what is standard must be rewritten to utilize this new system.. = unbelieveable lot of work..
ps. Probably today or in a few days will be started work on SubPatchNGON. The plug-in which will replace well know Sub-Patch (assigned to tab key), but will accept 1,2,>=5 polygons.. Pressing tab again will recreate original >=5 polygons exactly where they were..
CGTalk Moderation
06-04-2005, 12:32 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.