View Full Version : User input for EIAS v8
arketype 08-21-2008, 04:27 PM Don't forget to vote for YOUR favorite new EIAS feature!
Only a few days left...
The features chosen WILL be put into v8.
This is an opportunity for the users to have a direct voice in EIAS development.
Post your choices using the link below.
http://www.eitechnologygroup.com/forums/viewthread/765/
Don't miss out!
Dave ;)
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halfworld
08-23-2008, 12:03 PM
Voting is now closed.
Winners will be announced on Monday.
Thanks to all who took part!
Ian
ediris
08-25-2008, 03:19 AM
Welli guess is pretty much all said. I didnt count the votes for people that had divided the Brown features into WMP one tool and another Align tool for example,
i donot understand these people at all :wip:
WMP 24
Auto Scale 20
Qt Preview to Disk 10
ALign Tool 12
World Texture 9
Thanks to CA left in EI and some of the mographers.I didnt recognized the other users but whatever you do thanks .
Vizfizz
08-25-2008, 04:28 AM
I'm sure Ian has received other votes via email.. so we can't rely on just the forum tallies. We'll have a total count tomorrow morning.
ediris
08-25-2008, 04:48 AM
Oops i skiped the part :
23 August 2008 06:02 AM
If you’re late, you can email me your vote before Monday!!!
We cant celebrate yet.
What a pitty, how didnt i vote for the Auto Scale Texture? I must be out of my mind.
halfworld
08-25-2008, 06:53 AM
How exceptionally keen of you Edgard ;)
I received 6 votes by email.
Best,
Ian
ediris
08-25-2008, 07:09 AM
You know better what is the best for EIAS. You work with it everyday so hey freedom of speech right.
Cheers
Edgard
halfworld
08-25-2008, 07:13 AM
Of course, it was an open vote ;)
I'll put the official winners up in an hour or two.
Best,
Ian
scottfox
08-25-2008, 08:23 AM
Spill It Waters!!
halfworld
08-25-2008, 10:14 AM
The winners are over on the EI boards ;)
Ian
Vizfizz
08-25-2008, 04:21 PM
And the winners are:
Widgets:
Job Reordering (Renderama)
Lets users reorder the list of jobs by dragging them to a new location in the list.
File Names (Renderama)
Displays the name of the rendered file next to the job name.
Center with C-click improvement (Animator)
The “C Click” to center command could be improved by zooming to fill the widow with the selected object through the use of an Option-C.
Remove From Set (Animator)
As an addition to “add to selection set” - “remove from selection set”.
Green Triangle to “off” by default (Animator)
Default of all channels should be to “off” - not only for the object, but also for the animation channels. Added as a preference or toggle.
Direct Shader Opening (Animator)
A keyboard/mouse click combo option when clicking on a shader in a texture list to go straight to the shader interface
Normal Mapping (Camera)
Allow normal mapping via Camera Mapping.
Remote Folders (Camera)
Makes Camera (on remote rendering) Subfolder aware, so that one can use folders of shaders and sockets inside of the EI sockets and EI shaders folders.
Re-import on export (Animator)
A ‘re-import on export’ Fact check box. Useful for Encage, Dicer, Antiqua, Bebel etc., etc.
Improved aspect lock for textures (Animator)
Utilise “Aspect Lock” popup menu (Texture Dialogue) for auto-scale purposes as well - it would work in a similar way to Auto YZ in the Group info window.
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Brown Features:
Strength map tool
Ability to load, save and re-apply wmap, combine wmaps together
Strength map blur/contrast tool
Self explanatory, effectively clicking blur ‘n’ times would give you a smooth gradient.
Strength map mirror tool
Self explanatory.
Strength map unfold tool
Save the Wmap as a grayscale img, UV coordinates required.
ediris
08-25-2008, 04:47 PM
Four years is long time man.
It can be say easily but for computer graphics is a whole eternity. Thanks to all of you we can now celebrate the begining of a journey.
PaulS2
08-25-2008, 05:52 PM
It's been 4-5 years since I played around with any of this but can weightmaps be interpretted by reactive shader?
I remember asking the Igors about it long ago and don't remember is anything was ever implemented.
That would be very useful if the maps could be seen by Camera - somehow, I'm thinking not. But, surprise me - tell it can be:-)
halfworld
08-25-2008, 06:22 PM
Hi Paul,
With Colourphium, Weightmaps can be converted to polygon colours which can be seen by reactive shaders...
Is that what you mean?
Ian
PaulS2
08-25-2008, 06:41 PM
Oh yes, that's right. Thanks. I forgot whether or not that ever got developed.
I remember some sort of issue or something going on with it - I think it was too slow in the interface to paint hi-res poly models or something. Or maybe it worked just fine and it was around the time I decided to look at Max and Brazil.
Vizfizz
08-25-2008, 06:43 PM
Not to sound overly picky here, but lets use EI terminology.
Strength Maps are being used by colorphium.
I know there is a debate about whether or not Strength Maps and Weight Maps are the same thing, but for now, lets try to use EI terminology. As the skinning issue is resolved we can come to a conclusive definition of if or when the terms should be exchangeable.
ediris
08-25-2008, 06:51 PM
For wat i have seen from the videos that Brian and Alonzo :
Strength maps are for use with plug ins and/or shaders.
Than there is weight maps that are used with the Skinning system.
That is my understanding up to now.
Vizfizz
08-25-2008, 07:22 PM
Edgard,
Right now its an issue of word play that just needs to be formally defined and accepted. A strength map is used by the current EI skinning system and in that perspective it can be considered a form of weight map, however, where the disconnect in definitions occurs is whether or not users consider an EI Strength Map to be an actual Weight Map if its not combined with the data of the initial bind.
One side of the debate says no, a strength map is not a weight map because a strength map does not possess any weighting information at all. Its only a modifier or exclusion map that alters or fine tunes the bind, but is not the actual binding information itself. Its a separate entity and does nothing unless attached to a bone which possess a weight solution. Strength maps can however be used by plugins to paint and define areas for them to act upon. (Like placer or mr. nitro 2). The other side of the debate says it is a weight map because its telling how to modify the initial bind despite being separate.
All of this will become more and more clear as both user and developer work through this. But until the terminology is fully defined and approved on by both, there's always going to be this kind of misunderstanding.
halfworld
08-25-2008, 07:45 PM
From a strictly technical standpoint it is simply nomenclature.
Some apps call "nulls" "effecters", some call them "nodes". It is the same thing here.
There is the skin, and there is a map. From a programming stand-point that's that. Of course, methodologically speaking, you can make them mean what you will, however I believe this will only serve to complicate matters.
I think what has fuelled this confusion is the fact that EI 'skin maps' work differently to those in other apps.
Lets call a map a map :)
Best,
Ian
Vizfizz
08-25-2008, 10:01 PM
As long as users are capable of working on a combined weight map solution where each bone has its own map at the point of initial skinning, I think we could call them anything and people will be happy.
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