PDA

View Full Version : Wishlist season again


ggg
04-06-2003, 12:00 AM
Seems its wishlist season again.
http://www.xsibase.com/forum/index.php?board=9;action=display;threadid=5039

______________________
GUI/Workflow/Interface
----------------------

-network object/operator view with ability to interactively wire I/Os between (perhaps also with interOPs between to modify data before use, more accessible than linked paramters and expressions)
-a much fuller expression language including many more functions and scene and object/element variables


-better OP control, here is a comparison between XSIs OP stack and Houdinis network:
http://www.xsibase.com/forum/index.php?board=1;action=display;threadid=199

-groups that are more than selection sets more than a place to share materials, allow geometry groups of objects and/or components that can have operators applied.

-3d widgets for operators in 3D viewer to control parameters of OPs as well as in FXtree, ie pull on normal for extrude

-ability in edit layout to assign one view as always on bottom and one view as always on top in GUI

-a quick way to keep some "display info" params in view for non-slected objects

-in explorer and hopefully network view to come, allow us to create folders under models for everything or at least have folders for annotations to organize, with a toggle view normal or with folders

-a way to show annotations only in explorer
-differnt types of annotaions, perhaps a viewer type annotation that can be displayed in the 3D viewer and the object selectable by clicking on the text.

-option to toggle/show hidden objects in object view

-display component index numbers in 3D views

-object view select any camera view too

-layout memory for all floating views when you start up again

-option for no title bar on custom toolbars

-an xsi taskbar that doesn't bump your layout to the right

-option for active splitter bars even when not in edit layout mode

-viewer order ie one type defined as always on bottom and one type such as PPGs always on top in GUI

-when you set BG to black wireframe should obviously not be black, better yet list user scene custom color sets in menu

-option to include scene color sets in layout save

-fix layout addons so like earlier versions, layouts show up or at least can be installed for different rez, otherwise one must package each rez layouts seperately

-short annotation or displayinfo of text parameters on selected or all unselected objects surfaces or center instead of flush with view plane

-ability to mouse-drag-select nothing in explorer view and have objects, node etc deselect

-allow easier defualt setting creation eg for default camera creation, kinematics, lens etc. the default camera 2 units up is maybe for demonstrators not users

-start/stop that works with exponential camera fog depth cue

-where is the depthcue type property accessible? for eg to add to an overide

-when a view containing sliders, such as for custom PPGs, rather than have the slider turn to value field if the view is too narrow or the name too long, put the slider on a row below instead

-show the "constrainer" name in the constriant PPG and allow one to change the constrainer object in the PPG or via an OP network GUI connecion to another object with or without offset/compensation.

-Show relations is cool, perhaps also Show the constainer in the constrain OP PPG and highlight it and the effected objects.

-scroll bar in synoptic editor

-dragndrop commands into auto synoptic hot spots

-OP stack dragndrop onto other objects/components or reuse or multiple use of OP stacks in a network GUI so fx or tools don't have to be redone/rebuilt every time

-forward<>backward through images in image clip viewer and ability to split view in there if for example suing it for ref pics to model form instead of having a gazillion image clip views open

-filmstrip storyboard viewer, with abiltiy to order/edit clips in animation mixer, perhasp have it use the .mov format so that anootaions per clip or timecode can be added as well as triggers for other events.

-ability to put image clips into a "reference" folder so they will not be deleted by "delete unused clips". these are images that will be used for rotoscoping, modeling refs etc.

-allow ordering of models in explorer, actions etc based not just on creation order or alpha numeric but also on a flag or ID o rmaybe a mode that allows auto id while user custom reorders their stuff.

-allow F to work in XIS explorer evenwhen object is not he one displayed in there, ie for use when ref or higher subD'd clone object is displayed in XSI explorer while selecion an dowrk is doen on original in another view.

-allow raycast shaded to work in xray mode as it should

-option to not have OP folders open when secting them for exmaple when selecting along movecompoent folder to freeze it, no one would wan it to open here

-definable zoom amount pref setting per component type

-make all display options animatable even boolean ones for quick and easy custom pset dragndrop paramter connection

-imageclip scrollbars or "Z" and "S" navigation

-a way to DL all of netview as a local copy to navigate on ones laptop for example.

-middle bar collapse for XSI explorer should be able to go both ways, an option to collapse the explorer or the viewer, perhasp add another arrow pointign the other way just below existing one.

-an estimate of file size while working at top of XSI

-display OP memory usage

-allow BG color different in different viewports

-view mode for both sides of XSI explorer

-"F" or frame all in aniamtion view, maybe I'm missing a setting but it doesn't work consitently

added:
-when XSI window is minimized, put scroll bars on sides

-ability to set side for scroll per view

-a view for "show all parameter values" in explorer, not just marked

-rather than just saving out seperate scenes, an easy to use and organize scene viewer and organizer via layer/pass/mixer settings by shot.
--perhaps tie it in with storyboard viewer
--allow time shifting of the entire shot including all its param keys, mixer clip placement etc

-add a netview that can subscribe to the xsi list and

-improved transformaion handles
--one handle that includes, scale transform and rotation controls with ctrl option list of align pivot to anoterh surface point origin etc
--keyable handles that effect selected objects paramters accordingly

-although method to adjust same OPs of different models works, also good would be ability to have "shared" OPs and per model variables to insert in OP param fields

-as well as the ability open a multi PPG also have one that opens a that OP seprately in sanme view fro each model/object

-a way to move top menus to right screen

-like in Adobe Imageready a full screen menu view with menu bar

-get rid of ANNOYING resolution pop up at XSI start up!

-add a text editor view, even just the basic MS notepad in a view, jot for irix, etc

-in 3D view, add a user view from last camera

added2:

-ability to view at any point in stack with XSI object viewer and also at different time.

_________________________
Modeling
------------------------

-bezier handle control on SubDs, 4 handles

-ability to quickly and easily duplicate/clone using animation, maybe using SCOPs if an example could be put up somewhere

-3D widgets control for all tools and OPS in viewer, ie pull on normal to extrude in extrude mode

-option in prefs to set what transform mode component default selection and "m" move points goes into instead of local and view which they repsectively do now. I would rather have both go into local personally and know others might have other prefs.

-ability to move some OPs center effect position on surface and animate position in UV, with fall off or component selection area (via BBox or proximity etc) also moving with it instead of specific cluster component #s

-have component/object-group selection bounding box and or proximity field work with weight maps too to modify their values and have their positions animatable.

-extract poly keeps local center orientaion and position opition
--also an option to have cluster center orient locally to original components on creation would be cool versus the default orientation globally.

-ability to turn off points view in "T" point mode so that point tweaking transorming can take plac ein one view while seeing an unobstructed view of shaded model in another. or perhasp an option to only turn on point view when T or shift (while in point mode) is pressed

-if possible have fog effect component selectability too, such while working on a poly hull cage points

-subD bezier handles :)
--some advantage would be the obvious ability to to move the handles and change the curvature bewteen it and the next point on the surface,
--could also be useful if the handles length could be changed and handles broken to define creases/hardness and surface direction, would be cool if they were animatable too, using clusters of handles to animate would be OK.
like the idea of direct point manipulaion on surface, it could only show points at the level you are subdividing though as manipulaion of points inbetween would require a physical subdivison to that level.
--another method of SUbD interpolation, actually passing suface through points would also be cool, so that curves and surfaces passed through the points or at least appeared to for easier navigation and manipulation, or a definable amount using point weight, not like crease, keeping curvature
--as suggested by many, a way to move components on the actual subD surface. would likely require a way to propegate the effect back up to be recorded on the actual hull
--would also be nice to have Bounding box, array, proximity, expression or other type of flexible selection group (not hard numbered clusters currently used for OP input) that could be animated such as BBox position so that the area locally subdivided could be moved as needed

-match symettry tool, ie select a component on one side of geo and component on other side of axis snaps to exact mirrored location. often when working in symmetry mode one will switch it off to give differnce to each side of the model and may want to fix one side to match the other, copy flipping xyz values is too slow for many points

-fix symmettry its often breaking and not reflecting the same point selection on other side of object

-proporional modeling points on another surface being modified incorrectly show in in XSI explorer view displaying another object

-weight maps that include effect on other components than versitces and paint properties, such as edge so that ti can be used to paint hardedge/crease fro subDs and have edges crease, not just points, so that it is useful for most needs.

-animatable profiles such as in buldge defomer

-perhsaps exists already, a mirror cluster or mirror select points

-point weight, for NURBS. And for SubDs perhaps allow the property to remain with the point even when topology # or order changes

added:
-procedural Lsystems

-since Houdini has more advanced procedural modeling and interface, perhaps via channels or an I/O node to connect XSI params to Houdini Select params would be useful

-ability to lock points in position with option for which axis. Useful for when mirror modelling.

-allow weight paint mixing on cage deformers for overlapping cages etc

-a limit on points to deform ony in their initial normal direction ( for muscle simulation etc)

-put same primitive type under one OP ie both nurbs and poly sphere under same OP so that it can be swtiched from one to the other without havng to rebuild following OP stack. As it work sin another app parmaters that are exclusive ot one type are greyed out when swtiching from poly to mesh to nurbs to imlicit etc.
_____________________________
Scripting/Expressions/SCOPS
----------------------------

-the intermediate technical user is left out, the OPs seem to getting more canned and the scripting language more robust while OP stack inflexibility and a limited expression language with very few variables makes it very diffucult, for the artist that just knows a little programming/scripting, to push the software. Combining OPs to make new tools shoul be made much easier with a more extenisve expression languange and abiltiy to reorder OPs and and pipe OP i/os together in a network GUI.

-a much fuller expression language including many more functions and scene and object/element variables

-abiltiy to use expression language in parameter input fields, more than the few math operations

-network GUI for script and OP creation, ie actual script bits and pieces of code and math OPs to piece together in a network piping between the nodes I/Os and then being able to complile it into an new tool/OP
--Visual Programming, a node network to pipe codebits into each other


-line numbers in script editor

-script color coding

-drop down hints of methods and properties while script writing like in MS Studio

-much more scripting examples
--a new category on netview for "scriptbits", it small functions an short simple script examples such as list layers and categorize them
--add the many examples in the reference manual to scriptbits in categories on netview

-expose all userprefs for scripting

-give us lots and lots of SCOP examples, from simple to complex
--list commands that work in SCOPS, its a f'n mystery right now
--make SCOPs easier to reuse with other objects, quick I/O connecions perhaps in an OPnetwork view where they can be wored to gether
--better than SCOP and OP creaion network view with OP bits of code and operators that cna be piped togethewr to make an OP with inout nodes and an output node liek fxtree, this would eb a very very powerful tool and would perhaps aid in making shaders

added:
-rclick on toolabr button opiton ot edit externally
-if not more than one script editor openable at least allow more than one script view open
____________________________
OPs
----------------------------

-expose all operators I/O for scripting and for visualy piping together in the GUI
--and for swtiching inputs so the proceduralism is flexible so we don't have to rebuild a stack when we want to change the source geometry, and so its easy to animate the switch/input

-a *real* procedural Copy OP,
--with aniamtable paramters such as copy number
--an input for template surface or particles to copy to
--with stamping of input OPs parameters for variation in each copy so that paramters upstreema are modifed based on copyOp varibles or parameters.
--include transform panel ppg in copyOp to duplicate or instance multiple input objects, to mirror over chosen plane, tansform compies, transform cumulatively etc or use local variables or variables referrencing stamped parmas of previous OPs an a per copy or per copy value/param basis
--here is a basic tutorial for the copyOP in Houdini that will make it clearer:
http://www.grahamdclark.com/Studentresources/tutorials/copyOP/index.html
--a copyOP would aslo allow one easier mirror model instead of my stupid netview scripts:
http://www.softimage.com/xsinet/displaydetails/Addon_display_detail.asp?family=XNET&software=XSI&parent=32&id=1967&child=Duplication%2FInstances
or
http://www.softimage.com/xsinet/displaydetails/Addon_display_detail.asp?family=XNET&software=XSI&parent=32&id=1968&child=Duplication%2FInstances

-text value animatable, ie dragndrop param icon onto from another param and use of varaibles such as FC, and much faster update

-improvement and more control of modeling tools such as boolean and bevel
--improve normal control, perhaps an OP with two inputs, the object and another object to derive normals from as in Jeromes script but with more control over how the object derives its normals from the other one such as proximity or point-at, so for eg point 1 on object A points at point 1 on object B which is a clone of object A and could be scaled out from it etc and animated as a normal direction guide.
---transform OPs work on normal vectors, make normal vectors accessible geometry components
--bevel, option to add more divisions
--boolean option to mark hard edge at edge intersection
--boolean option to toggle contributing objects with result hidden on/off

-A point OP would be nice, with normals control on selection area, and with two inputs for current object normals and refernce object normals to copy or point at or average between etc. Does not require but would be better if bounding box and other ways to collect/group elements was implimented for OP input and application.

-expose movecomponent OP to allow change of its values and change of input in anetwork gui or dragndrop resuse on other components/objects (requires change of input and/or selection sets/groups)

-component # reorder OP, random, BBBOX, up, 2nd input proximity etc.

-shape OP should be exposed allowing further tweaking of ref shapes and switching out of input ref shapes to other ones to be procedural, it is not currently procedural

-make transform align an OP, not a on off canned function so that it can be animated. perhaps better if there was a local bounding box variable available in expressions to use within OPs

-allow more than one cluster shape combiner so that some can be normalized while others not with an option to normailze overlaps with itself and if possible with another combiner OPs clusters. Perhaps organize by havign compound clips for each each combiner.

added:
-please expose OPs! ie allow user input and geo adjustment of inpout lattice into softbody OP, allow adjustment of weights on cage deformer etc.

-when group applying OPs offer option for per object or all for default center pivot position of effect, add collecion methods to groups such as by exprerssion (requiring a far more roboust expression language), bbox etc.


____________________
Paint
-------------------

-in addition to exsiting vertex paint add:
-surface texture paint
-3d paint(paintfx, peopl do use it,in motion graphics etc.)
-fxtree paint, with vectotr paint and replaceable stroke types

ggg
04-06-2003, 12:00 AM
___________________________
FXtree
---------------------------

-fxtree paint, with vector paint and replaceable stroke types, time paint in FXview as well as offer onion skinning view in FXviewer

-2d/3d tracking, including an easy way to track existing 3D elements into image plane of FXtree for transform of garbage mattes other comped image planes etc.

-some 2d particles in FXtree as well

-more Deep Raster types stuff in FXtree, RLA and RPF support

-passes preview in FXtree, like clips do not have to be rendered to file before being reapplied, passes should be able to render as needed in the FXtree instead of having to be rendered to file. PS XSI was not the first to have a seamlessly integrated compositor as advertised.

-add FXOP text to Shape Paste and have viewer widget manipulators

-video out FXOP, support for video output, frame buffer. with options for output region.

-edit in mixer with FXtree and offer I/O of generic EDl and OMF and perhaps premiere prj file. instead of my lame workaround scripts in netview:
http://www.softimage.com/xsinet/displaydetails/Addon_display_detail.asp?family=XNET&software=XSI&parent=8&id=2083&child=Other
and tut:
http://www.grahamdclark.com/Studentresources/tutorials/FXEdit/index.html
--or betttrer yet allow direct input of vidoe clisp into mixer and addition of transitions while in the background XSI auotmatically builds the FXtree for you just as in Houdini while modleing inthe 3D view it buidl the SOP network inthe background for you.


-ability to add custompsets to fxtree and nodes

-ability to see displayinfo in fxviewer

-FXtree Concatenated Transformations like DF4

-inlcude elastic reality source grid to target grid warps with animatable bezier handles and a defininable # of auto inbetween grids to modify timing

-add mixer/timeline view to xsi explorer so that FXOPs can be viewed on left with their respective clip in mixer on right. Add an option to view clips in user placed positions or with FXOP names in explorer lined up with respective track
--perhaps each FXOP would have its own track in this view and then a folder drop down in explorer would coincide with a drop down of tracks in mixer that lined up with each animatable parameter of that FXOP

-time warp FXOP with ghosting and the usual XSI time warp graph

-ability to track FXtree shapes/masks to 3d view elements of a camera view

-like clip out or fileoutput add a roto out or a way for rotoscope in views to access clip out or fileoutputas a source

__________________________
Animation
------------------------

-fully supported subframe, not just in animation keys but fix it mixer and allow subframe in rendering options as well as allow step to be aniamtable and externaly accessible via script to vary time

-more channel effects in mixer and/or the ability to apply modifying OPs to them such as the equalizer clip effect but as an OP with more OPs to pipe into each other in a network GUI.

-animation mixer NESTING, not compounds, real clip nesting. Even if they have to be temporarily baked for fast interaction during playback but slow on opening the nested clips, it would still add to the idea of NLA and building up your animaion from gestures and parts. It seems like the natural direcion for animation mixing. It would allow more reuse of existing actions from a basic library and more flexibility to add and remove items/channels. Perhaps if speed is an issue a dummy compound clip is automatically baked for playback.

-actual motion deform,the motion deform tool Michael made is quite cool but looking for complete motion deform of input object/character I think Behavior warps motion, a way to maybe to put a clip in a lattice, the intial size state of the lattice defined by the clip objects transform boundaries, then the lattice could be bent etc and deform the motion as it moved through it.
I guess this would be easier to do on null and effector pos but this would be tough to do considering rotation values as they might have to be considered and added to based on length of that object across the deformed space. The motion deform tool is very cool, just looking for a way to warp an entire character or other event animation like one can with particles.

-as an example character tool shows the concept of modificaion well like the one in version 2 did but anatomy has some issues and too much geometry IMHO to be useful for background secondary characters.
--perhaps offer adapatable character tools to use on our own/any models, would require another collection method instead of manual cluster selection such as bounding box, proximity etc to be able to adapt.


-using region tool 'q' in animation editor a button for scaling towards center of region after than having to scale from the top or side then the bottom or other side

-model level time warp with full subframe support

-allow marked params of mixer nodes to be stored as current value actions

-allow us to change in prefs the animation key button to "k" instead of "shift + k"

-make the next and previous key buttons bigger than mice toes

-instead of not allowing parameters driven by more than one clip in mixer not to be action keyed, allow a way to mark which clip in mixer should be action keyed with option to consider or not consider other clips effect on parameter.
And allow option to mix effect bewteen the two or more clips.
Better yet perhaps a new clip would be auto created for the offset allowing a blend of weight where needed. Or perhaps this can also be answered with nesting, with an option for any clip containing multiple parameters to have selected and/or params effected by offset parameters put on their own tracks to weight

-ability to change the input/source of a clip, like we can change the source curves for a loft in XSI.

-the mixer export seems large, I guess the clips are being saved too maybe? can there be an option fro just mixer storage minus clips source?

-abilty to lock/unlock clips position together in timeline

-abiltiy to mix weight maps in weight and time in animation mixer

-a way to select points on an envelope that are affected by a deformer by a cerain weight % range.
--add an option for sync by wieght % or as a selecion filter in the weight editor so that those cells of certain weight range can then be synced

-add a session to the link deform with so that it is easier to mange what OPs will be frozen into the new shape key, now for eg if you modify with a deformer then movecompoents just the compoents are frozen into the new shape requiring multiple component modificaions and replacing the shape key.


-have add shapes use an existing empty shape track rahter than adding a new one each time a new deform by orintaion etc is set up.

-fix the animtion mixer view, its totally f'd up and doesn't rezise properly and mouse locaion is messed up too so that tracks clicked over does nothing or selects another, its really flakey.

-add markers to sliders for quick goto values (that are repeatedly needed)

-allow one to mute link deform with, better yet allow wieght mixing of it as it does not work in the animation mixer

-a nice easy dragndrop way to copy weights from one object to another with same skeleton

-expose the deform by ori so that shapes can be easily switched and other characters adapted, the "magic" closed OP is too inflexible

-still show name of clip on clip in Animation Mixer when clip length is longer than view in AE so we know without selecting it what it is.

-track clip to clip location,start,end snapping like in adobe premiere

-user pref to allow animation edior not to update on playabck to speed playback otherwise we have to collapse the window to speed it up.

-fix the stop play button it doesn't repond with heavy geo or shaded views! this is very irritating when trying to tweak anim

-T select nothing in AE should deselct all points of selected fcurve.

-like replace shape function, a fast way to replace static pose

added:

-option to auto copy envelope weights to extracted polys

-fix soft body presets not to overide start ends

-ability to "lock deformer weight" values on points

-make sliders in paint panel more adjustable for smaller numbers, or offer a stair step like in houdini fro 0.00 0.01 0.1 10 or 100 adjustments ir a switch to adjust in smaller increments

-ability to paint two or more deformer weight with the result bieng an equal amount of their weight applied with each stroke on envelope, or a way to define how much % of each to apply when multiple defomers are licked to paint wieght to.

-fix smooth or make a proper average for weigth paint, sorry but smooth is really not useful compared to Maya average.

Simulation

-although "copy from scene" exists for softbody, trying to manually put in a start and end requires putting in the end first or the start value is deleted and reset back to 1 and so the simulaion recording starts at 1 and if you have a multi ppg open for lots of objects then you have to cancel all their simulaion recordings and then insert the start time. Perhaps also helpful if the presets had no effect on time
Again a local variable for objects sharing the multi PPG to adjust would help here too, or better, shared OPs.

-expose input of sofbody OP to allow us to put our own lattice with adjusted edged and point location. perhaps also allow individual area spring adjustment, and incresing resolution of lattice in certian areas.

-in softbody a way to define a volume retention areas, perhasp this can be achieved by lattice access and control

-a time variable accessible for the softbody OP to shift the effect in time

-a way to compare previous softbody etc setups without having to recalculate. liek the retuirn to prvious values button at top of ppg, a way to quickly return to toggle current and previous settings to compare wihtou having to wait each time fro XSi to recalculate.

______________________
Rendering
----------------------

-All Layer, not just one, support for PSD and if possible match XSIs mixing modes and image fx to Photoshops blend modes and filters applied in the Rendertree.

-more subframe support for rendering, allow < 1 value in step parameter and make it animatable and accessible via fcurve, expressions and external script

-rendertree category for Renderman and others supported

-integrate cubic texturing and add shrinkwrap texturing


-fxtree node in rendertree for processing rgba info at a later stage in rendertree rather than just on clips that are inserted

-render tree sharing like fxtree with more than one tree and output in each plus allow node sharing, better yet in a new network view, OP sharing which either merges the info or acts like a place holder for shared properties of OP appplied to differnt objects etc. Perhaps done with seperate I/Os and an Input lister. Perhaps requires a scene level network view with interactive piping between I/Os

-image clip node flag to note wether they are high, medium and low rez so they can be universally or per model or script driven to be switched out, and to not be considered unused if one of the high, mediums or low versions is being used currently instead.

-render option for sequential geometry output, ie sequential object saved to per frame, an abiltiy to input/import model with steping and time or other variable, or object input # animatable by fcurve for model # to time graph

-add renderable non-implicit bone primitives as well, and ability to select any model as bone primitive and it as default in bone draw mode

-like for rendering, a chord length, for SubD that adds more as defined in a PPG,

added:
-Editing. When an fxtree node is selected then a mixer is recylced it opens a mixer of clips auto generated at in and out points of keys on each parameter of each FXOP, OR better if nesting were added, then an option to auto generate clips in mixer from fxtree and have the clips contain all keyed parmams of each node or all params of same type only created such as "autogenerate clips of input start offset and end only".
An easy to use and setup editor is needed and if clips could be autogenerated with various options of which parmas and fxOPs to do it for, would really speed things up.

-leave unconnected nodes in RT

-profile curves for lights and shaders params

-objet number or other arrangment input or collection method for input into OPs so that for example a shader or texture can be applied to muliple objects/components and then that variable can be used to adjust individual params ona per object bais such as location, selection order, or other collecion and reordering method etc.

-something like ghost painter might be useful fo texturing : http://www.cebas.com/news/read.asp?UD=10-7888-33-788&NID=47
and allow Photoshop to display in an XSI viewport.

-allow rotoscope to ref a source input/output of fxtree
___________________________
Sound
----------------------------

-more sound support, 3d sound with abiltiy to add to objects microphone and sound objects properties such as surface hardness/absorbtion, speaker emition etc
-sound/channel OPS

added:
sound fx and mixing

JDex
04-06-2003, 08:38 AM
omg...

I'll respond again in 3 months (when I finish reading your post(

:)

EdHarriss
04-06-2003, 03:10 PM
I hope you sent a copy of your post to Support@Softimage.com too. :)

ggg
04-06-2003, 09:17 PM
Hi Ed, sent it, response from Manny, but not sure of its reception yet...


The main area XSI needs to improve is its proceduralism and ways to manage it such as a network gui to connect, and a more extensive expression language to maintain procedural intent through relating OP params.

I'll keep hoping for this in XSI...

ThE_JacO
04-06-2003, 10:48 PM
Originally posted by ggg
Hi Ed, sent it, response from Manny, but not sure of its reception yet...


he prolly printed it and brought it home to read something before turning the light off :)
I doubt anybody can chew thru your whole list anytime before the planning for v6 starts (I can imagine at least half the points tho :P ) , but you have my respect for the effort mate :)

ggg
04-07-2003, 02:01 AM
Originally posted by ThE_JacO
he prolly printed it and brought it home to read something before turning the light off :)

Damn, I was at least hoping Stodja might read it on the crapper at SI headquarters.

wmendez
04-07-2003, 04:51 PM
Well I think you pretty much covered all the bases with that one graham. Long but alot of good and valid suggestions.

Well see.

Hydra
10-10-2003, 03:21 PM
Didn't see this in your list but I add it here anyway so you guys know somone wants it if you get in contact with the softimage crew sometime :)


IGNORE BACKFACING function - If there is such a thing somewhere please share it with me because it is really disturbing sometimes (select, select, deselect, deselect again, and again, move, select new, select, deselect.... and again and again and again... you get the piont.... twice the effort for half the work ):thumbsdow

FREEZE OP INTEPENTEDENTLY - instead of just freezing "from here and down" freeze independent ops' like a move component in the middle of some envelope ops and add vertice, insead of having to freeze the whole thing and reapply the envelope.

the rest is above, probably..

EdHarriss
10-10-2003, 03:55 PM
Originally posted by Hydra


IGNORE BACKFACING function - If there is such a thing somewhere please share it with me

While in selection mode, press F10, Shift F10 or F11. Selecting Points, Polys, Edges, etc. in these modes will only select what is facing you in the viewport.


F10, Shift F10 or F11 are shortcuts for Raycast, Rectangle Raycast and Paint selection modes.

skello
10-10-2003, 07:33 PM
wowserz!!! what a list!!!. :eek:
If i had to add something i'd say instead of introducing subd bezier handles it'd be a better choice to include spline modeling like in max or hash. beats nurbs any day...imo.

also a deformer like maya's influence objects. that actually deform a mesh based on their topology

ThE_JacO
10-10-2003, 08:05 PM
Originally posted by skello
wowserz!!! what a list!!!. :eek:
If i had to add something i'd say instead of introducing subd bezier handles it'd be a better choice to include spline modeling like in max or hash. beats nurbs any day...imo.


Nurbs CAN do that.
nurbs are just a kind of curve, actually the most powerful around (since Hsplines are yet to come) to write whatever superset you wish on top of.


also a deformer like maya's influence objects. that actually deform a mesh based on their topology

you mean cage deform ? :)

Atyss
10-11-2003, 05:06 AM
Hey Graham, is that all?? Come on, you can do better than that!

;)

ggg
10-11-2003, 06:07 AM
why no, that's not all, that's an old thread:
______________________
GUI/Workflow/Interface
----------------------

added2:

-ability to view at any point in stack with XSI object viewer and also at different time.

-find next sleceted node, filter: in group

-allow views to be displayed as transparency over 3Dview such as custom ppg with sliders.

-"6' or view>layer panel doesn't work if layer panel is floated in a view such as for a custom layout.

-if a view in 3d view manager is set to horizontal and ones sets anothe view to vertical then have it restore/slide the horizontal view to the side ( and visa versa)

-fix models exporting its VERY VERY buggy, exporting models is a serious issue. It takes great deal of time ot track down a models reliance on other models and even when there seem to be NONE it still crashes in save attempts.
--make a tool to evalute model dependencies outside of itself.

added3:
-improve scop/scripted op docs and videos. Micheals scop examples are excellent as usual but the voice over is a loose overview with just a little explaination. But I did find Michaels reference to other packages dispersed expressions compared to centralized scops funny and I agree, to an extent, except this same high level coding with little help for begineers, is what scares people to use Houdini, and yet their expressions are far eassier to use and manage parts of than the lines and lines of code in scops. If Michael is too busy to explain them fully wich is understandable with all he's doing, perhaps someone in support can do so at SI. I don't want to be spoonfed but there's a reason there are fewer XSI scop examples by users (not SI employees) than there are expression examples from Houdini users. The irony is XSi with its ease to use interface and tools is not easy to use due to documentation.
There are alsos a lot of other reasons I don't tink scops are superior to an extensive expression language especcilay in terms of flexible procedurlism where Ops can dapt to differnt inpout in Houdini which isn't possible any way even a the most basic levels in XSI. Eg can't switch the input into a stack (woudl prefer a network) or change number of copies effected by the collective OPs. Thsi makes OP stack ne resuable like networks in Hoduini so the argument that hiudini is harder to setup goes out he window as the network, like a *tool*, can be shared and reused and can adapt to different inputs geomtery etc using the simple expressions where as scops simply explode on I/O change and haven't got the fexibility to accept changing ipputs or numbers, the stack gets dirty and errors out. Sorry if thsi all comes across as rude but the lack of flexibility and repetive manual tasks that should be procedurally flexible and automated in XSI are becoming more glaring the more I learn about XSI. I just respectfully repeat it with the hope that XSI doesn't stay behind in terms of this capability power and flexibility.

-in explorer view, an option to view scops only, and other op type only

-Improve Docs to work with netview (yes they can now be opened in netview without tricks but I mean in function) there is so much oportunity to have the docs intesct withte app to help instruct the user, especailly in the area of scripting and scops

-sometimes node selection in explorer opens nothing, like kine should open both local and global in a PPG but sometimes does nothing :/.

-ability to make our own keyboard shortcuts "sticky" like srt and other tools like "m" etc.
would be especially useful when we need to make our own toggle keyboard shortcut for a custom command for edgesnapping for example and others.

-instead of having to open upkeyboard mapping, add an option on rick n any toolbar button to assign to keyboard keys selected while holding rmbutton down ( or if too much an option have the keyboard mapping view popup from there and it goes straight to select that command in list so user can then quickly drag it onto the key.)

-transalation manipulator to place pivot, or allow transformation modes for pivots too instead of just view.

-add a "match transform to a components space" Perhaps it would require a reverse workflow

-copy paste of properties between open XSIs export import is too time consumiong and exporting importing models ovewrites other things and saveing of presets onky seems ot be possible a the lowest smallest base property level.

-font size for Display Info parameters.

-make model default or active model so that when adding a new primitive it is added under it.

-option to F find next marked parameter in explorer

-please turn off the xfrom default of dupicate instantiate, I knwo e can turn it off but its always coming back on and its irritating, we know the feature is there without having to make us notice it.

-ability to play gifs. at eaither next image next frame or use the image time set in gif for each image.

-add modifier key + F on explorer to find next marked parameter

-XSI explorer view with a view for properties

-tiny request for option to center names display in viewports

-allow sub-folders of constraints so that we can access them in scripts to manage their parameter values enmass per model ie with synoptics etc.(since constraints are un-namable)

-an option to put sliders in explorer under each parameter. The PPGS take up too much room.

-an explorer with scope(not sure of right word) would also be nice, yes we have groups but cannot put OPs in them, so way to just select cerain OPs and/or mark certain params and then have them only show in a "scope" view of perhape xsi explorer. Perhap liek groups have "scopes" listed under explorer to slect and just they show up in xsi explorer view.

-add rotoscope to xsi explorer view
_________________________
Modeling
------------------------

-allow freeze of transform on implicits

-file input OP for object sequences requires more extensive expression language too

-allow option to include user normal properties in shape blending and in storage of actions

-ability to share weight maps between objects

-something like zbrush to aid in detailed normal map creation, (they didn't give us the time of day at last SIGGRAPH but certain aspects of the product would be useful in XSI.)
_____________________________
Scripting/Expressions/SCOPS
----------------------------

-fro cluster and otehr collecion method groups add a mix PPG to form new group form exsitng groups ie with booleans and + etc.

-add channel reference(to relate more than one direct channel link easily)

-local variables for FX r g b pixel values y location at each FXOP to acces wwith expresssion and a channel link (for more than one channel to ref)

-mentioned before, but ot make it clearer, add drop dwon hints in scriptor of properties methods etc thatare available liek in MS studio, sort of like in XSI expression editor with drop down fro params and functions but have right next to the text like in Ms studio.

-like xsi combo box, add another XSIUIToolkit property for User to make 3D view widgets for their Scripts and SCOPs, ie user SELECTABLE and MODIFIABLE handles for eg. beziers, amplitude of an effect etc.

-ability to script annotaion view size for user

-ability to have mnore than one scripter operator editor view open for different scops to compare.

-allow scops i/o to see and use text values such as the text field of a custompset

-have selected nodes with SCOPS attached show relations in viewport like constraints do even if the objects are not listed in I/O and are accessed in SCOP using "for each in" or getobject etc.

-silly small thing but perhaps put a recyle button on SCOp editor so when we select other SCOPs in explorer we can update the editor without right click.

-add a command list to onslection chnage and other events, and perhasps event combos
-also nice would be a "onunselecting" command to toggle things on off

-script container folders to associate with models, like synoptic but faster to setup.
Perhaps it could be a folder under the model, click on the node and a PPG opens with a list of buttons for each script in the folder. The advantage is like synoptics, the sripts woud be transportable to other models, but also the advtaage of easily finding the scripts associated with use to that model. Synoptics just take a little too long to set up for things like this.

-expose ability view>name has to locate name to track object in view so that we can assign out our own noations to track certain objects in view. Feedback of name and values of affected elemnts while testing scripts is very important.

-extend relations view to show scop on any parameter.


-option in script editor to save as "myscript"+"BU"+"automaticnext#"

-allow wildcards * in scop I/O or some other dynamic collection method, this is really inflexible> I heard the statment made that scops have advantage of having allyour code inone place versus other apps with expression all ove the place in differnt fileds but at least he inputs can be changed into them makignthis arguement mute as ascop by comparison to the extensive ecpression lanuguafge and abiltiy to chang eop type and swtich inputs is far more flexible, procedural and non-linear.

-if a toolbar is already open and thus greyed out in list, shen clicking on it have it come to front of views rather than doing nothing, and we have to move views around until we can find it.

-scop flag for force update on frame change prereder as fro some reason the Fc excpression on a scop param does not always work. sometimes the expression gets deleted :/

-instead of messages and interupting popups, or user haivng toleave open the sxcript editor to read logmessages, add a field in XSI interface to logmessages for user.

-a small feature to be able to comment out all selected text in editor for long sections we wish to comment out. ie add 'infront in VBS or //in jscript.

-would be nice to have included, another more full featured editor inside XSI view.

-add an object browser like in MS visual Studio fro XSI AND abiltiy to access other libraries outside of XSI.

-make some methods to check an objects Rtree for all images and as the current code required is an f'n mess. Its very tough to read other coed that have had to bud such a script so its not just me.

-a way to re-order selectionlist order of members of groups.
ie when we select memebers of groups now it is very cool! when we list them that they return in original order selected before being put grouped but it woudl also be nice to be abl eot access this and change it if possible.
____________________________
OPs
----------------------------

-we can multiple edit params of selcted OPs, could ther also be a way to multi slect objects then open the PPG of one of one of th eobjects OPs and edit to change that param in all same OPs of selcted objects, Expanding the hierarchys is a slowdown sometimes.

-allow shape input switching fro cluster combiner OP so that we cna switch out source shape faster and more straightforward than replace uner the menus. This would make it easier to track contributing shapes and allow easier switching out when for example duplicating models and needing to modify the contibuting shapes before they are used.

-since we can't lock OPs like in HO*** can we have bypass flags eg for poly extract OP to ref shape at a certain stage ie to get shape of another object including deforms but not envelope deform efffect

-ability to name OPS, with a view mode in explorer for scriptname and user assigned names for OPs

-reminder for an OP graph interface, even partcle flow fro Max now sort of has one:
http://www.particlefx.com/education/PFlow/PF_Overview09.html

-shared OPs,it would seem it would perfporm better and faster to apply one OP to a group of elements instead of one for each or is this not possible in XSI architecture?

again groups and differnt collection method than jsut picked clusters for Operator application so that operator ordere is not an issue and procediuralism can be maintained with toplolgogy number specific OPs like transform, add edge etc.

-please expose "hidden cluster creation operators". add a view in explorer called view>hidden cluster creation operators

-as we can just export sequential geometry in XSI but cannot import sequences or on an as needed basis yet, a "file source Operator" would be nice

-just to reiterate please transform OPs, versus closed transform nodes in history stack. there are so mamny uses some being, a stack of a few transform ops (with additon of variable element collection grouping) is far more powerful and reusable than a stack of nulls used as deformers; used upstream with expressions on to pronounce an effect (would also be great with the copyOp)

-ability to mute instead of deleting SCOP in and outs for testing purposes

-again being able to aply Ops tp grpups woudl help in so far as reordering Ops for multi objects

-OP parameter manipulators in 3DS view, ie pull normal for extrude, corner for rotate, slide on sides for subdivs

-ability to copy paste OPs between objects AND open XSIs (this is possible in Houdini. Infact we caneven copy paste entire networks and attach them to another object! here fro Op networks are liek tools nto like in Xsi where thety a stuck aplied to that object in a linear stack.)

-ease of reordering contraints! as in flexible and non-linear proceduralism

-add option for time control set to current timeline span of timeline or mixer timeline start end.

____________________
Paint
-------------------
-integration with MR like MR contour shader, yes I know what paint is but I'm looking forward not at the early 90's
___________________________
FXtree
---------------------------

-allow us to make our own spdls/FXOPs
-local variables for FX r g b pixel values y location at each FXOP to acces wwith expresssion and a channel link (for more than one channel to ref)

-import eps as shapes for masks

-vector out put render of scen like svg or flash etc, with ability to import he contour to use as masks in fxtree. a resample OP and point order OP woiuld also aid in the management of these rotosplines.
-like above an bitmap image alpha to vector shape mask function or better as FXOP

-prevent FXtree shape/mask overlaping edge interiors from inverting effect. ie all area bound by edges is masked regardless of edge overlap.

-handles/widgets fro 3d transform

-camera view matching for 3d transform

-3D layers in OGL

-ability to maintian psd layers and choose layer/plane throughout tree
-ability to render out psd layers as defined by a "pass order"

-curves for marker values in gradient, would help with creating abetter mor controlabe falloff. right now there seems to be no way to control falloff excpet by adding a silly # of markers and positioning them for eg exponentially. perhaps adding mid-points like in gradientt avialable in render tree

-view multiple output at same time, ie split fxview into sections for each output selected.

-"shift" and drag should lock xy scale in tranform fxop

- more tie in with render tree to for example have a way to have an image map looked at, at a different texture coordinate based on camera incidence. Or if image map coordinates to look up can’t be driven by incidence then is there a way to drive image/clip map frame number to look up based on incidence. Perhasp a way to dive the retimerfro clip for reference in rendnertree.
__________________________
Animation
------------------------
-allow weighting of cage deformers, use vertex coloring. Even with an exact same topology poly cgae as the surface it si deforming, it doe snot follow it exactly, there is an irritating lag.

-iwth softbody applied, I undertand that undoing a deletecomponent will crash XSI, and perhaps why XSI also crashes when deleting a movecomponent but its a bit of pain.

-clip lock together like in premiere

-is there a way to solo only shape or only animation tracks

-make emute fro softbody keyable so ewe can store it as an action to enable different sofbody OPs

-option to keep and use in-out timeline guides available for use even when not in cycle

-ability to add our own preset weights to drop down menu in mixer for clips, like 0>0.5 0.5>0 etc.

-as well as existing command to slect constrained objects, add an option to select constrained parameters

-fix mixer so when you put a clip on a muted track it stays muted

-reflect values of fcurve to anotehr curve, ie liek 0>1 preset has opposite of 1>0 preset for a mix between two clips, have a featre that allows one to take their own keys and fcurvce and "reflect" the values into another curve

-allow export and import of mixer sahpe and animation tracks SPERATELY especially for some shape things that are used throughout a project timleien such as link deofm withori or other shape adjustments.

-a way to display all animation sources rahte than having to open a folder of each model mixer. perhasp in brackets beside each ones name put model owner name so we know where they are coming from especially if duplicates.

-allow entry value higher than 1 in constant preset weight input fro mixer clips

-fix frame all so it works and so when clips outside of timeline area it doesn't bug out on frame all and show 0 to 26 thousand

-allow parameters in PPG to be marked even when associated node is not selected so that manyy PPGS can be left open and their params marked.

-ability to copy paste animation between open XSIs ( this is possible in Houdini)

-connection template for stored mixers, in case clips have been renamed

-OPTION TO IMPORT MIXER WITHOUT OVERWRITING NEWER ACTIONS> OLIVUERS SCRIPT ON NETVIEW DID NOT DO THIS, THIS IS VERY IRRITATING.

-optin to export mixer and onl actions of clips currently used in mixer ( or currently in start stop of timeline)

-undo copy paste of animsources from one mixer in explorer view to another doesn't undo, is bug

-option when copy pasting actions from one mixer to another to not have any repeats if same name already existed and ask to overwrite or copy name1 copy name 2 etc likeit already does. if we have lots of actions in a mixer its a PITA to compare them, guess I could write a script.
The other issue is even if you copy an action from one mixer to another it appends 1 to the end of the name, i don't want this fro scripting reasons so I have ot manually remove the 1 at end after each copy.

-expose the mixer timeline in and out values in scripting so we can change it.

-in mixer and PPGs having th ebutton toggleing key and remove animation seems counter intuitive

-SKeleton: to chain PPG add option for upvector to = effector rotation, so when effector rotation>effected by last bone is set to false/off the effector can rotate freely and be constrained by pose ori etc to another object, AND th eoption to have the bone rotate in same way can be activated.
Currently the work around is to:
after turning off "effector rotation>effected by last bone"
'get a null
'transform>match all transforms, to effector
'translate null in local mode in one axis perpendicular to bone, likely Y
'parent the null as child to the effector
'select bone, skeleton>chain up vector and pick the null

ggg
10-11-2003, 06:08 AM
-fix weight maps so that when the original geo is changed all the info is not lost when toplogy changes, ie why if I change soemthing oh lets say accidentally like # of subdivsions in U the vertx info colors are scrambled and undoeing doesn't fix it.
-add an exponetial value or UI ramp curve for fall off of amplitude values. eg. so that a weight map value of 0.5 would not always be half way between the first unweighted points and fully weighted points. but rather postioned by UI ramp curve between zero and full weight. Right now its just linear I think. Would aslo be nice if it were an animatable curve

-better control of weight map mixing, seems to not work as expected.

-bridge for shapes

-animation, show keys in start stop sliders of store mixerPPG and have snapping of the sliders to them.

-ability to manipulate clip mix curve too. yes we have preset curves and we can manipulate the weight curves but they don't translate in timeline like the mix between two clips does. (would be nice to be able to store these as presets too.)

-we have, lock and recycle buttons now in animation editor, and add would also be helpful. add and add curves button to aniamtion editor so if we have a few slectitmes displayed, we can just slect an itme to add rahte than digging thr explorer or mixer to relsect all clips or parmaters we want to display in mixer.

______________________
Rendering
----------------------

-add a keyable switcher OP to switch sources in FXtree

-FXtree ability to covnert poly shapes to bezier and back

-in mask, simulataneously select point slected in FXview in explorer as wellso we know which one it is for scripting etc.
-in mask ability to directly set point position value

-add view>select all clips

-a countour geometry output to sequential dxf or eps

-a sequntial countour ouput as an xsi object, dxf, svg and flash. and ability for fxtree to sequentially read it for shape masks.

-relate selection of nodes in rtree to explorer for user freindliness

-ability to render passes as psd layers with masks, by rendering to existing psds adding current pass to a layer or by rendering all passses then putting into psd layers perhaps with options for blending modes

-switch node to animate switch of inputs from one branch to another, ie for switching from constant to blinn, and an option to still allow both to have the same branch inputs

-a way to have an image map looked at, at a different texture coordinate based on camera incidence. Or if image map coordinates to look up can’t be driven by incidence then is there a way to drive image/clip map frame number to look up based on incidence
___________________________
Sound
----------------------------

JDex
10-11-2003, 08:19 AM
Holy Crap ggg... that is an amazing list of really good ideas... on top of the previous one. I think SI has their objective list for v4-v8 at this point. Keep 'em coming.

pete
10-14-2003, 08:22 AM
Trajectorys, if possible interative ones that change as you change the animation...

they also should fix the fact that constraint compensation does different thing depending on where you apply your constraint (side or top menu)

raffael3d
10-14-2003, 11:25 PM
bernard was right , you could do even better.
:beer:

CGTalk Moderation
01-14-2006, 07:00 PM
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.