Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Pages: 1 [2] 3 4

Author Topic: General UI and Workflow Suggestions  (Read 88500 times)

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #15 on: April 22, 2014, 09:09:00 pm »

raxx: I've been looking for a way to intercept the Alt key when the menu has the focus. I've tried using WM_SETFOCUS, WM_KILLFOCUS, WM_SYSKEYDOWN and WM_SYSKEYUP messages but haven't found a way yet.
Logged

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1482
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #16 on: April 23, 2014, 12:40:55 pm »

Ok, I don't think it's too big of a deal (not to lose time over anyway). It's just that oftentimes when I'm in "the zone" modeling, I arc rotate a lot, and sometimes I press Alt but change my mind before following through with the view rotation. This disruption of "the zone" is my primary concern, since I take 3D modeling seriously when I get into it.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #17 on: April 23, 2014, 02:19:57 pm »

SetWindowsHookEx() is the key - I should have this working cleanly once I've learned a bit more.  I Feel The Power!  I CAN CONTROL THE WORLD!
Logged

thecolclough

  • Sr. Member
  • ****
  • Posts: 890
  • 3D Ignoramus 1988-2002, Anim8or User 2002-present.
    • View Profile
    • www.mattghc.com
Re: General UI and Workflow Suggestions
« Reply #18 on: April 23, 2014, 03:06:18 pm »

I Feel The Power!  I CAN CONTROL THE WORLD!
well, you were already pretty much the greatest programmer on earth, so i guess it was only a matter of time before this happened... still, if your political manifesto is as neatly coded as your animation software, then the world is in good hands!  :D
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #19 on: April 23, 2014, 06:24:38 pm »

A quick note then I have to run - I've uploaded build 1088 dated April 23, 2014: http://www.anim8or.com/download/preview/files/animcl1088.zip  It fixes the Alt problem (but you can't use Alt to access the menu anymore) and a bunch of other minor things. I'll post more details when I get a chance.
Logged

Claude

  • Sr. Member
  • ****
  • Posts: 285
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #20 on: April 23, 2014, 11:13:09 pm »

It fixes the Alt problem (but you can't use Alt to access the menu anymore)
But F10 is still available.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #21 on: April 24, 2014, 12:34:30 am »

Cool, I didn't know that F10 did that!
Logged

kakachiex

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #22 on: April 29, 2014, 02:26:26 pm »

hello Steve i have and idea to improve animor interface and make it more user friendly and attractive to use, of course if you share my same vision i'm in the position o help making new icons, and design the interface mockup my suggestion is to integrate in to anim8or a nice and visual library that already include 3d widget, icons and a lot of nice goodies so will be up to you to decide what part of the library can be useful for animor here are some example of what anim8or will be with this:
- here is link to source code is free to use:
http://www.gamepipeline.org/
- here is link to some application develop with this those library:
http://www.quelsolaar.com/bubbled/index.html



Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #23 on: May 01, 2014, 01:45:23 am »

Thanks for the links, kakachiex. I'll take a look at this.
Logged

kakachiex

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #24 on: May 02, 2014, 12:41:20 pm »

you'r welcome i hope this can be helpful for you'r development
Logged

justiceiro

  • Newbie
  • *
  • Posts: 16
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #25 on: May 02, 2014, 01:03:28 pm »

I learned while using another 3D modeling program that the best way to create things like robots and assure that everything will fit is using  the "connections" from the main body as a base for the other parts.
In anim8or, if you make a robot arm as a objetc and starting editing, there is no way to see how they will look like in the final body without changing for the figure/scene/sequence view. In the same way, you can do no litle adjusment on objects without changing to the object mode.

My suggestion is to have a option to enter in the object mode without losing sigth of everything in the figure/scene view. Of course only the object selected would be the one editable, but even a simple wireframe for the others object in a gray tone would help to don't lose the sigth of the bigger picture. Of course, this feature would be optional. I suggest you could select the object on the figure and then activate this as a "Object submode".

Other suggestion i'm not so sure about, but i remenbering having some issues with UV textures, since i could not even see the actual texture while rotating that yellow square. If i could only see the actual texture in that square(with some low level of oppacity of course) would be much easier to adjust the position of everything, i think. the bigger problem for me is having to adjust ligths and do a render before seeing how the textures would look like.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 2124
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #26 on: September 03, 2014, 07:11:10 pm »

thecolclough: Check out build 1101 :-)
« Last Edit: September 04, 2014, 05:12:12 pm by Steve »
Logged

nemyax

  • Full Member
  • ***
  • Posts: 227
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #27 on: September 12, 2014, 05:52:31 am »

Dollying the viewport camera (RMB-drag outside the navigation circle) shifts the camera's centre of interest. The program forces you to zoom in on things by changing the FOV, but that isn't always desirable. For example, you might want to view your model through a 35mm lens at all times.
Can this behaviour be changed so that the camera's centre of interest stays put when you dolly, just as with zooming?
Also, can you make the Frame Selected command work for component selections?
« Last Edit: September 12, 2014, 07:05:28 am by nemyax »
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 902
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #28 on: September 13, 2014, 04:35:24 pm »

Dollying the viewport camera (RMB-drag outside the navigation circle) shifts the camera's centre of interest. The program forces you to zoom in on things by changing the FOV, but that isn't always desirable. For example, you might want to view your model through a 35mm lens at all times.
Can this behaviour be changed so that the camera's centre of interest stays put when you dolly, just as with zooming?
Also, can you make the Frame Selected command work for component selections?

NOO! Please don't change it! I hate it when 3D modelers do that!
...!
What could work though is if you held down something like Ctr while right clicking outside of the nav circle (or have an option to toggle between one or the other, or a little bit of both (toggle between using Ctr to dolly, or Ctr to dolly without moving center of focus)).
Logged
¼

nemyax

  • Full Member
  • ***
  • Posts: 227
    • View Profile
Re: General UI and Workflow Suggestions
« Reply #29 on: September 13, 2014, 04:42:21 pm »

I hate it when 3D modelers do that!
Why? What's the disadvantage that you find in this?
Logged
Pages: 1 [2] 3 4