View Full Version : Rhino - Wishlist
andrewjohn81 06-08-2005, 07:48 PM I thought I would start this thread. I think some of it is going on in the Rhino 4 opinions, but it should have it's own thread I think.
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preview as you hit numbers, or history on the lenghts and widths of object.
I'll explain further:
I created a box. It would be nice to be able to click on it and see some info on it where I could simply change the height/length/width. I was thinking that it would also be nice to show the last known coordinates and have option to use that. Would also be nice to be able to have recorded rotates, translates, and scales. This way you could "undo" a transform by simply typing in a different number. I use this function often, but have to write all of the numbers down on paper so I remember what angle I rotated them.
The preview that I'm thinking of is, as you are creating something like a box/radius we could type the number, it could show the results, then we could change the number before going on.
For fillets it would be nice to be able to see one radius on the edge, not filleted (just a curve) so that we can see what the radius looks like. This would be excellent for the people who aren't modeling to scale and just want a radius that looks good. This would apply to chamfers and a few other things as well.
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Gizmo/Spinners. That would solve plenty of my issues right there.
OamadeusO
06-09-2005, 11:50 AM
Something like the "transform" pallet in Illustrator would be great. So you could click on a shap and get its size,position and rotation and change these values.
Dimos
06-09-2005, 12:56 PM
I would like something that could be called "Lock Points" or "Locked Intersection" or something similar. A function that makes possible to lock the intersection between curves or between curves and surfaces or between surfaces so I could change the shape of them thru control points without loosing the intersection.
andrewjohn81
06-09-2005, 01:53 PM
that should be self explanitory, but I would like to be able to undo selections, especially while in a tool.
So if I am selecting what should be trimmed, for example, I could hit ctrl+z and the last thing selected/trimmed would be undone without actually undoing what was done before I started to trim.
Sometimes you go around selecting things, moving around, start a tool, hit undo and wham. I don't even remember what I did before. I have to hit redo and hope it works.
Another big time saver this could help with is, when selecting, you select a bunch of objects. Then you accidentally click off. Wouldn't it be nice to hit undo and get your selections back?
Khorram
06-11-2005, 08:06 AM
Apart from a more refined toolset with wider options the most important improvement for me would be a highly customizable UI. The best feature in softwares like MAX, Maya and C4D is that high level which you can totally customize UI to suit your workflow. Assigning a single letter key to a command would be great as well as a customizable pop up menu like Maya.
UVDan
06-12-2005, 01:59 AM
I would like to see UV Mapper Pro integrated into Rhino as a Plug in. I would also like more robust procedural texture editing. Perhaps they could borrow the deep texture editor from Bryce along with the terrain editor. I model to produce scenes, so I have to take my work to Bryce for rendering even though I have the Flamingo Renderer, because it just won't do scenes as good as Bryce does. I realize though that Rhino is used for product modeling and visualization and maybe I am just trying to use it for something it was never intended to do.
giant551
06-12-2005, 12:43 PM
I wish the rhino renderer and flamingo had a skylight like max it so needs it !!
Soljarag
06-12-2005, 08:39 PM
Assigning a single letter key to a command would be great as well as a customizable pop up menu like Maya.
you can customize the pop up bar now ....
when you click on the curve, another popup toolbar comes up w/ all the different types of curves
http://img60.echo.cx/img60/2203/rhinobar1zn.jpg (http://www.imageshack.us)
unfortunately, I can no longer find the files for this UI
i'm looking forward for construction history and the most for UNDO including selection... that's all, there's nothin' more i'm not satisfied with...
andrewjohn81
06-13-2005, 03:18 PM
You should be able to rebuild only U or only V of a surface without effecting the parameterization of the other direction.
For instance, if you have a pipe you are happy with, but it has too many spans in one direction. You should rebuild it only in that direction so as to not mess up the rest of your shape if you are in a hurry.
andrewjohn81
06-14-2005, 03:15 PM
snap to isoparms would be great.
I'm thinking this would be similar to snapping with near turned on, but not only to the edges, but to any isoparm that is visible. Snapping to the intersections of two isoparms would be really great too.
This would allow you to more easily bisect curvy pieces without having to go through so many steps. It would also allow you to quickly point objects to thirds, or as many sections as you would like by upping the visible isos and being able to snap to them.
tilite
06-14-2005, 04:06 PM
i was just tring to do a render ,800x100 to get my whole sword in longways, and ended up having to do many renders just to get the model in the right position. If i had a detailed sceen that took ages to render i would be rather annoyed.
so i was thinkin just a box to show what would be rendered.
then again i dont use rhino for rendering.. but still would be a nice feature.
tasiek
06-20-2005, 08:26 PM
blueprints should be assigned to its views, so for example: right view has 1.jpg blueprint assigned, and if U change view on left in this viewport You can set another blueprint.
:)
legadan
06-24-2005, 03:58 PM
Unless it already exists and I don't know about it, I'd like to see a "Round" function -- exactly like Alias Studio Tools has. Well, I'd like to see one that doesn't crash like Alias lol. The fillet tool is great however, rounding is just amazing.
btw, hi everybody Legadan here ... Just found out this community existed yesterday! :)
andrewjohn81
06-24-2005, 07:00 PM
Fillet Edge is the closest thing we've got in Rhino. I doubt it will ever evolve to be quite as good as Alias's Round tool. Rhino still puts these nasty trim surfaces at the boundary of every two or more fillets and I don't think that will ever change.
I would request something more like being able to have a preview of what the actual fillet radius will look like, not a circle. If I wanted a circle I could make it myself. In Studio you can grab any radius and move it, grab the ends to move it, or type in the size/position of the radius, then go back and fix each one till you are ready to complete the object.
In Rhino, on the other hand, it gives you a circle for a preview, and you can't go back and edit it...you'd have to start over. And if you accidentally hit undo out of habit because of the way most other programs work you will lose you last operation, sometimes not redoable. This makes doing something like 50 edges extremely difficult, especially if you need different radius sizes for many edges. But of course, if you want a fillet to work then you need to do all the edges at once to get a clean surface in one shot. Ugh! At least I can get it to work....just takes longer in Rhino.
legadan
06-26-2005, 01:54 AM
yup, I think that's the only problem I really have with Rhino... aside from that, it is amazing. When I was a student and had access to Alias, I would export my rhino models into it just for the round tool, then bring it back over as an iges.
Khorram
09-04-2005, 12:11 PM
Yeh they can add tons of new tools but nothing could be more valuable than benefiting from a reliable and flexible construction history as the one in Maya which now is absent in Rhino. Then I can rely on Rhino for modeling an entire concept.
I've asked for this over a year ago. I remember Pascal Golay telling me it made the "heap". I have no idea how far it progressed since then.
Here's how I saw the implementation:
"...I think the whole implementation can be defined within the following modes:
Global Symmetry:
A permanent symmetry mode that affects the entire object file. Once activated,
user inputs are mirrored across the chosen axis of symmetry. Like On-Snaps,
this mode should allow the user to invoke it selectively during the modeling
process. Objects that are created while symmetry mode is active, are instantly
mirrored. Objects that are edited under symmetry mode, are evaluated for
symmetricalness across the global axis, then edited accordingly. Asymmetric
objects are bypassed, and edits happen normally at mouse point.
Local Symmetry:
A component specific symmetry system, that exclusively affects user defined
parts of the global object file. In this mode, the mirroring axis is specific
to the affected component. It would usually be a line through the center
of the object, on a user defined axis. While editing components, users should
be able to invoke this mode selectively, even when global symmetry is active.
In which case, local symmetry takes higher priority. Changes are then carried
over to the component's mirror using the global axis. When a component is
given local symmetry, it carries along the axis preferences as one of it's
attributes.
Partial Symmetry:
Sometimes you need no more than some aspects of an object's geometry, to
be mirrored across the axis. This mode, which can be implemented in local
or global style, would be ideal for that. When activated selected geometry
is "visually" mirrored across a defined axis, then locked and ghosted in
it's own buffer. The resulting "template" can be used to create additional
geometry, through snaps and other modeling aids. Speaking of snaps, a nice
on-snap mode would be "nearest mirror" for points and perhaps other objects
too.
Symmetry tools:
Since few objects have perfect symmetry by definition, certain tools would
be required to symmetrize them:
SymmetrizeCruve (SymCrv):
Mirrors one side of a curve across a user defined axis, then merges with
optional continuity. An axis line is drawn across the center of the curve,
by default. After the user drags/rotates the axis to fit his needs, the
curve is split, and the "mirror-able" side is previewed/chosen by clicking
on it. A rebuild option should be included in the command. Curves generated
through this this command, become valid for local symmetry mode.
SymmetrizeSurface (SymSrf):
Mirrors one side of a surface across a user defined axis, then merges with
optional continuity. An axis line is drawn across the center of the surface,
by default. After the user drags/rotates the axis to fit his needs, the
surface is split, and the "mirror-able" side is previewed/chosen by clicking
on it. A rebuild option is welcome here too. Surfaces generated through
this this command, become valid for local symmetry mode.
SymmetrizeGroup (SymGrp):
Mirrors a group of objects across a user defined axis, then optionally
attaches local symmetry to the resulting component. An OpenGL bounding box,
with clickable snap/anchor points is used to help establish an initial position
for the mirroring axis. The user can then modify that position at will,
but the axis should never pass within the mirrored objects, hence avoiding
overlaps.
Objects that can have local symmetry:
Valid curves
Valid surfaces
Valid groups of surfaces, curves, points and even polysurfaces"
-You can view the original NG discussion here- (http://news2.mcneel.com/scripts/dnewsweb.exe?cmd=article&group=rhino&item=163416&utag=)
I'd be glad to hear your thoughts on this one.
Tooma
09-05-2005, 01:47 PM
one thing I would like to see in Rhino is more advanced copying, in a way that for example MAX has. If you copy your object, program should ask if you want just a plain copy of that object, or an instance of the object which becomes the "child" of the original object.
something like that would be great.
...taking anyone understood what I meant...;)
cmeths
09-05-2005, 02:12 PM
Apart from a more refined toolset with wider options the most important improvement for me would be a highly customizable UI. The best feature in softwares like MAX, Maya and C4D is that high level which you can totally customize UI to suit your workflow. Assigning a single letter key to a command would be great as well as a customizable pop up menu like Maya.
You can create your own hotkeys list in properties, and assign special keys and commands or edit them. You can also adjust toolbars to your own preferences, not individual icons but most tool bars and the general layout.
pccdtk
09-13-2005, 11:38 PM
I wish blueprints with layers ( like photoshop files )......
SpookyDan
09-20-2005, 02:45 AM
Id like to see an "x-ref" setup like autocad or max where you can reference in parts from other files without actually importing or copy/pasting.
This way multiple people could work on the same project while the file always stays updated... No worrying about who has the latest file and what needs to be coppied from this file to that file, etc..
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