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some feature requests for TS 7.6
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They are retained here for archive purposes only.
some feature requests for TS 7.6 // Feature suggestions
Post by Tiles // Jun 9, 2007, 9:10pm
Tiles
Total Posts: 1037
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My biggest wish: first finish the current tools before inserting new ones. |
Post by nowherebrain // Jun 10, 2007, 1:50pm
nowherebrain
Total Posts: 1062
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My biggest wish: first finish the current tools before inserting new ones.
Party Pooper!
It is a valid point though. |
Post by rrf // Jun 16, 2007, 3:18am
rrf
Total Posts: 319
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Just want to add a (obvious) request for the next release...as 7.51 seemed to concentrate on bugs and animation, I'd like to see the next release concentrate on Tools and hopefully a Material manipulation scenario for Lightworks and Virtualight in WS (not just LE or script) and, of course, bugs.
rf |
Post by splinters // Jun 22, 2007, 9:04am
splinters
Total Posts: 4148
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Not sure if Nurbs can be put into workspace but aside from Booleans, I would really miss the sweep along path function. I currently use the loft tool for this which is in Nurbs but I remember my first steps in Alias Studio (before it was called Maya) and making great tubular steel objects simply by drawing a profile then linking it to a path. This I would really need in workspace...:D |
Post by Paulbo // Jul 30, 2007, 8:26am
Paulbo
Total Posts: 15
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I would like to see rotation input that works logically - eg. when I rotate something around ONLY the X or Z axis, all is right with the world and it rotates ONLY around the x or Z axis. If, however, I rotate something around the Y axis or combinations of the other two the program decides that that's not really what I wanted to do - eg. I enter 180y rotation and I'm automatically given -180x, -0y, -180z. WTF? That's just stupid, unintuitive, and really throws a wrench in trying to simple animation.
Also, it would be REALLY helpful if a section in the manual on opening the Object Properties panel would alert you that it can only be opened in Model space and other such inconsistencies. Trying to learn this program, only to be stopped at every 3rd step because the introductory steps of a portion of the manual don't exist is a major pain.
A corolary to the above: spell out acronyms (both in the manual and dialog boxes) that may seem terribly obvious to someone who's used the program for 20 years but are just so much gobbledygoop to noobs like myself. |
Post by nowherebrain // Jul 30, 2007, 10:58am
nowherebrain
Total Posts: 1062
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You can open the object properties panel in workspace,( with 7.5) RMB on the object picker. As for the rot. in-consistencies I've noticed that it tends to give me the correct rotation regardless of what the panel says. I've been wrong before, but I don't think I have these problems. |
Post by Cthulhu // Aug 21, 2007, 6:37pm
Cthulhu
Total Posts: 48
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- I think someone posted this somewhere else, but we don't need 20 different reflectance shaders that are all similar. Just consolidate everything into one super reflectance shader. Don't isolate special features to one shader. This way, we could have, say in Vray, glossy refraction with total internal reflection, or SSS with fresnel reflection.
- Model side still loses focus on windows for zooming with the mouse wheel or trying to delete an object (you have to click the gray bar where the "workspace/model" tabs are located to bring focus back to model side). Highly annoying!
- For Vray, bring back the "All" view on the settings (GI, Caustics, & Camera all in one panel)
- Let us crank Luminance up past 10, to at least 100 (for light emitting objects with Vray GI). |
Post by nowherebrain // Aug 23, 2007, 10:48am
nowherebrain
Total Posts: 1062
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I don't think V-ray looks at lume as much as diffuse...test it to be sure set it to 200 or so..I've seen a difference. |
Post by Leif // Aug 31, 2007, 4:08am
Leif
Total Posts: 276
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- I think someone posted this somewhere else, but we don't need 20 different reflectance shaders that are all similar. Just consolidate everything into one super reflectance shader. Don't isolate special features to one shader. This way, we could have, say in Vray, glossy refraction with total internal reflection, or SSS with fresnel reflection.
This is true. |
Post by CdeB // Sep 13, 2007, 5:08am
CdeB
Total Posts: 160
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This is just a vote for things already mentioned. I've been modeling under pressure and the 2 things that I have most missed (and indeed sent me back to tS6.6) was
1.Booleans
2. Layers
Thanks,
Chris |
Post by splinters // Sep 13, 2007, 6:05am
splinters
Total Posts: 4148
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If I remember correctly, from my time on Beta team until now, Booleans are just about the most popular choice of feature to be moved to workspace.
Personally, I wish we could still share shortcuts across the two. I have a comfortable workflow in model side and still need LW and Simbiont shaders. As such, I am not willing to give up those shortcuts for workspace and adding another button press is not always an option (some already have shift+1 etc)
This used to work, I have no idea why it is not possible anymore...:o |
Post by TheWickedWitchOfTheWeb // Sep 13, 2007, 6:54am
TheWickedWitchOfTheWeb
Total Posts: 858
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Booleans would be nice but layers are essential in my book. With layers in WS it'd be possible to use WS only for the bulk of the process, which would be far more prefferable as there'd be less chance of something corrupting keep running back and forth over the bridge.
That and a depth map render would be superb as I prefer to do DOF in post.
We'll just have to keep our fingers crossed for 7.6.... |
Post by nowherebrain // Oct 16, 2007, 3:25pm
nowherebrain
Total Posts: 1062
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News about it(7.6) might be nice. |
Post by rjeff // Oct 23, 2007, 10:11am
rjeff
Total Posts: 1260
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what about a Live paint feature like Maya has. Where you can just paint 3d objects on to the screen like vines and flowers and such. If you haven't seen that..you need to check it out. Oh and I said before...view buttons like Bryce has. You can set a view you like and just click a buttton and it saves it. |
Post by jayr // Oct 28, 2007, 11:15am
jayr
Total Posts: 1074
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How about the ability to select what lights afftect what object. by default they'd affect them all but you could exlude some from being lit by a certain light. We can't do that already can we? |
Post by nowherebrain // Oct 29, 2007, 1:19am
nowherebrain
Total Posts: 1062
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How about the ability to select what lights afftect what object. by default they'd affect them all but you could exlude some from being lit by a certain light. We can't do that already can we?
That is a good one, Light management. |
Post by jayr // Oct 29, 2007, 10:19am
jayr
Total Posts: 1074
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That is a good one, Light management.
i knew there was a better way of phrasing it! :o |
Post by butterpaw // Oct 29, 2007, 12:43pm
butterpaw
Total Posts: 831
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Yeah, what they said! and...
Ability to type in labels we can read on the layer buttons ... (as one can name layers in PSP and PS) without having to open another window and click plus signs before seeing what is on a particular layer.
Would be nice if objects did not jump from assigned layer to some other layer (model side) when one is carrying out even minor operations.. |
Post by jayr // Oct 30, 2007, 3:39am
jayr
Total Posts: 1074
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butterpaw: i doubt they'll be developing model side any further, i've got a feeling they'll be throwing all their work into the Workspace side of things. I could be wrong though |
Post by butterpaw // Oct 30, 2007, 7:31am
butterpaw
Total Posts: 831
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hmm .. so maybe the new workspace won't get layers.. too bad, they can be so useful..:rolleyes: |
Post by Jack Edwards // Oct 30, 2007, 8:38am
Jack Edwards
Total Posts: 4062
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Nah what Splinters was saying is that Model-side layers won't be improved. ;)
I'm sure Workspace will get layers eventually (my guess is probably after the bridge goes -- 8.0 or later) but that's all up to Roman and the dev team. There are a lot of people asking, so it's probably not to far down on the priority list.
The important thing for you guys to remember is that we need to focus on asking for essential tools that we need, in order to function without model side. Because model side may not be around much longer. :p
For me, my short list is:
1.) paint material into selection
2.) Obj import
3.) UVE and projection improvements
What about you guys? What features are you looking for that you need to be able to use Workspace side exclusively? |
Post by butterpaw // Oct 30, 2007, 1:39pm
butterpaw
Total Posts: 831
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Well, perhaps I've requested something less then essential - but I assumed the essentials would be taken care of already. (I'm a trusting soul) ;)
I don't know enough about the other tools to comment .. so I'll just enjoy this from the sidelines (not going out to eat worms or anything :p) In fact, I've been enjoying already.. :D |
Post by Steinie // Oct 30, 2007, 1:55pm
Steinie
Total Posts: 3667
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Improvement and update the UV and Texture Mapping tools
Be able to extrude along a path, I need my pasta!
Did I mention I also need to LUUV my pasta...(OBJ Import and Export)
Some call it "Light Management" Ok I'll call it Light Management.
Since I inherited the LE like a long lost unemployed Relative how about making everything in LE NOT overlap each other. |
Post by Steinie // Oct 31, 2007, 3:02am
Steinie
Total Posts: 3667
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How about fixing what is already there, Softpaint and Hair brush size selection is waaaaay too sensitive. Sliding the arrows left and right changes the size too rapidly. |
Post by nowherebrain // Oct 31, 2007, 3:41am
nowherebrain
Total Posts: 1062
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1)edge tools(Roman stated this was already being addressed)
2)sub skeletons and better controllers!!!(main reason I have not done a rigging tut yet)
3)UV tool improvements
4)the "Misssing" tools from 6.6(Splinters booleans among others)
5)Speed improvements(not work-flow or D3D engine) mat editor can be quite slow for one thing... |
Post by Dragneye // Nov 18, 2007, 10:47am
Dragneye
Total Posts: 602
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Other than new features, two things are on my mind....
1. PLEASE complete what you have already. Make sure they work fully as a standalone item, and with the rest of the tools.
2. IMHO, though I like very much the 'concept' of seperating model side and work side, it seems to me that this route has added un-needed headaches to you as technicians, and to us as artists. I'd say get rid of it, or, make it work, integrated
Respectfully,
a true supporter of trueSpace :D |
Post by nowherebrain // Nov 19, 2007, 12:18pm
nowherebrain
Total Posts: 1062
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Amen, or whatever. |
Post by jamesmc // Nov 19, 2007, 2:19pm
jamesmc
Total Posts: 2566
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mat editor can be quite slow for one thing.
oO, I thought it was just me.
On occasion, the Material Editor gallery will crash tS. Anyone have that problem besides me? |
Post by nowherebrain // Nov 21, 2007, 12:53pm
nowherebrain
Total Posts: 1062
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Mat editor needs a major overhaul...I can't count the issues I've had with it. but since I have not reported/tracked any bugs, I will keep my big mouth shut. |
Post by notejam // Jan 6, 2008, 4:14pm
notejam
Total Posts: 191
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1. A smooth tool like Blender has in it. It does about the same thing as subdivision does, but does not add mesh, and helps get the mesh back into squares as much as possible.
This is less difficult to control for me than the smooth tool in truespace 7.5, but I love both, so would like to see you add this tool, and keep the other smooth tool.
2. A remove doubles tool like in Blender. I really liked this, as it let me get one object against another, click on the remove doubles tool and the objects would weld pretty good, and the two objects would join.
3. There needs to be an easy way to get rid of skeletons, and weighted paint, and joints, etc., because if you use polygon slice on a figure that has used much of these, truespace7.5 will crash. For example, try doing a lot of polygon slices on the ardvark in the library, and see if you crash truespace 7.5
4. Add a library of limbs, paws, legs, hands, claws, heads.let new users quickly build characters by glue ups of parts, then add skeletons to animate them. It would make truespace 7.6 more fun for beginners.
5. Have some shaders labeled clear glass, and other common names of materials. Its difficult for a beginner to figure out what shader to use. Theres a need for the basics, like rubber, wood, metals, glass, and by those names rather than phong etc, which is meaningless to a beginner.
also plastic.
6. Trueplay needs a less akward interface. allow user set limits on how far to look up/down, so one does not accidently turn their world upside down.
A button to set it right side up quickly. Joystick control of avatar.
Custom avatar. Trueplay does not seem good right now for a 3d arcade like game in shared space, needs improved.
Mabe tale a mud server or moo, etc, and add features so truespace users can quickly import scenes, and objects, and scripts will function. Then give it away to build up user base quickly, which would lead to more sales of truespace.
7. Manual does not expalin lots of features, like scripting in detail. How about a manual just for scripting? |
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