OK, first let me start with a little “disclaimer”. This is a thread I thought I’d make to accumulate everyone’s ideas on how to make Messiah a better application. It’s a wishlist, nothing more, though an interesting one. Its not a place where we complain about things, its a place where we explain why we think certain things could be better.
So far, this is a list of things which I have gathered from several people in the chat (#messiah3d) over the past 2 days or so. Some are “It so crazy it might just work!” sort of zany ideas, and others are probably remedied by writing a simple script or even possible already within messiah!
Please do add your contribution in this thread and share your ideas on the perfect feature, and please do provide any solutions to these wishlist features that you may know of.
I also posted this in this forum, rather than on the mailing list because this is more of an on-going thread idea, and would probably clutter up people’s inboxes with unnesessary posts.
And withought further ado, I bring you the list:
Differant edit sphere: Something easier to grab hold of and find certain channels. Also seperate ones for move, rotate and scale, then a multi-gizmo with all 3 types. It would also be nice to be able to translate and see (XYZ) within local OR world axis, rather than having XYZ being stuck in the object’s rotated local axis. Also, since you can import .lwo objects to be used as custom bones, cameras and all the rest, how about have this feature for the rotation ball as well and be able to bring in your own style of gizmo.
keyboard shortcut for multi channel move (XYZ, PCB, etc): Instead on having to click the controller ball’s center, be able to assign a key to it and keep the selection of all 3 channels at once. I suppose this also ties in with the idea of the ability to select an object and have all channels show up in graph editor as standard, rather than unrolling and selecting each individual channel.
That leads to a plee for an easy way to edit multiple selected channels in the graph. How about the ability to see and edit the keys on each curve? Also it’d be nice to be able to select and edit a key withought the timeline jumping to it.
Ability to multi-select objects via armatures.
Copy and paste poses, opposite or not with a mouse click and not fidling with the Compose.
Add the possibilty of using custom objects as spherize.
Add the ability to export messiah-bones to host application.
Add the ability to get the item list on either side of the screen and detachable.
Detachable dopesheet / graph editor so dual monitor users can utilise space better. Also it would be nice to be able to re-size the timeline dragging pin, so its easier to grab.
A way of mirroring and mass-renaming expressions and armatures like you can do with objects (rename item), find and replace names in expressions etc.
Add more passes to the renderer such as specular, diffuse, reflection, GI, background, foreground, atmosphere and all the rest.
Global way to set all object’s curves to be Bezier, TCB, linear or stepped - quat or euler.
Nicer way of making constraints than expressions. e.g. a simple gui that lets you select effected objects, and also an option to “keep offset”. This is sort of possible via scripts that i’ve seen by Borhan Berthet, but perhaps just load more default ones?
Ability to have multiple tabs open at the same time e.g. setup and animate, side by side. This way you can adjust setup mode and see what it looks like in animate in realtime.
Ability to change rotation orders and view Gimbal style axis positions.
The ability to assign selection priority to armatures so if 2 armatures are in the same space, and you click over them, one will have a priority over the other. This also happens with the controller ball where an xyz or hpb dot will be near an armature and you select the armature instead accidently.
Change the viewport zooming type to be able to dolly instead of changing the field of view to act as a psuedo zoom. This makes the viewport go from orthagraphic to extreme wide angle lense depending on how far you “zoom”, which is kind of fustrating.
Animatable pivot point. Although I have never seen this done ever in any other application, would this be possible? Or is there some sort of 3d application maths problem which this would create. Either way, this would simplify a whole load of things.
How about a way to be able to “pin” a joint and enable an “inverse FK” as explained in this thread: http://www.cgtalk.com/showthread.php?s=&threadid=58455 . This would also make things like pinning hands, elbows, knees to the floor and moving the body mass and heirachy around it.