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Old 05-06-2015, 12:04 PM   #46
DaveWortley
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David Wortley
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I like the script controller idea, but I think you'll then want to be able to see the script controller listed in the grid too to be able to edit and tweak it?

Good work!
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Old 05-06-2015, 12:48 PM   #47
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Patrick Macdonald
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Hi Dave,
Yes. it does raise some interesting questions about how best to build the UI for this. It's good to hear your suggestions!
Currently, once the controller is made, then it makes sense to see the resulting values. To edit the script or view it, you can just double-click to bring up the controller dialog. This seems adequate for the time being.
But, given enough time, I could :-
a) place the script in to a tooltip.
b) create a pop-up floater that presents the expression in a textbox; fully editable.

I guess it's a question of learning how artists might want to use a tool like this. ie how many controllers/targets/nodes/constants would you want to reference; how would this referencing be best handled. Does it need to be a full replacement for the script_float dialog, or simply a quick way to populate them with simple expressions?
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Old 05-06-2015, 12:52 PM   #48
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Actually, what I was planning, and what could work well with this, was to have a utility panel along the bottom of the UI, accessible by clicking on the status-bar. This could contain the clipboard lists, undo buffers, and a textbox for entering expressions.
The layout of this bit of the UI gets a bit tricky though as the tool needs to work in both landscape and portrait modes.... I'll have to have a think about how to lay this out effectively.

As always, I'm open to suggestions, so if any of you have ideas for how the layout could work best for your workflows, then please let me know!

Cheers
p.
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Last edited by reForm : 05-06-2015 at 12:55 PM.
 
Old 05-06-2015, 11:57 PM   #49
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Ok, here's a quick mock-up of a tabbed utility panel that you can access by clicking on the status-bar.



General :
Mass editing tools. Relative, absolute, random values set to all selected, or based on a conditional if-then statement.
A paste-bin for storing many values.
Global value history to list recently entered values/nodes/etc (with possible drag and drop functionality)

Animation :
Expression editor, keyframe tools, other animation related functions…. and more

Scripts :
Access to user scripts to run on any selected cells/objects.

Other Tabs : I am open to suggestions.

A big thanks is due to Pete Addington (Lone Robot) for his dotnet radio-button approach to a tabbed interface which looks a hell of a lot better than the standard tab control.
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Old 05-24-2015, 12:52 AM   #50
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Hi again,
I've posted up some animations showing an exciting new feature-set; a Mass Editing Utility Panel which allows you to set multiple parameter values ( * currently only float, integer and boolean values) in the following ways :
- Absolute
- Relative +/-
- Randomised relative
- Randomised absolute
- Incremental by step
- Ranged between minimum and maximum values
- All of the above, but conditional on existing parameter values (ie "if x == 23 then apply abs/rel/rand/etc/ values" type thing)

Please head over to the website to check it out! http://mcontrol.reformstudios.com/n...panel-overview/
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Old 05-24-2015, 04:57 PM   #51
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Brad DeWald
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When will this be available to purchase?
 
Old 05-24-2015, 06:35 PM   #52
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Patrick Macdonald
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Hi Brad,
I with I could give you a firm answer, but unfortunately I can't at the moment.

I am getting close now though; most of the stability and performance issues are resolved and the bulk of core features are ready, but I still need to implement the script, undo, and clipboard interfaces and conduct some more rigorous testing to ensure it's safe for use in a production environment.

Thanks for your support!
Patrick.
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Old 05-25-2015, 11:37 PM   #53
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Looks good!
 
Old 04-24-2016, 08:03 AM   #54
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I have added a feature list to the website here : http://reformstudios.com/mission-control-for-3ds-max/

I am also looking for beta testers, so please sign up here for a chance to take Mission Control for a spin.
http://reformstudios.com/mission-con...eta-programme/

With a new relase of 3ds Max out in the wild, it was interesting to see how well Mission Control coped with the changes... and I'm pleased to report that it did pretty well! The UI appears to hold up well within the new UI paradigm, and all the new object types are supported without any issue. Finally, as Mission Control is entirely scripted, no recompile is necessary for the new version of Max.
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Old 11-29-2016, 09:02 AM   #55
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How is it going with this tool? It looks awesome!
Is there still a way to get into the beta testing?
 
Old 12-02-2016, 10:24 AM   #56
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Patrick Macdonald
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Hi there,
Thanks for you interest.
It's been going slow recently for sure! I still hope to get it released soon!
You can sign up here :
http://reformstudios.com/mission-co...beta-programme/
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