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Bugs found in TS7 - Newbie

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Bugs found in TS7 - Newbie // Bugs

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Post by xmanflash // Apr 4, 2006, 8:11pm

xmanflash
Total Posts: 335
Hi, just thought I add the few things that are not right with TS7 (downloaded version)


1. init.psp is missing - cannot import .eps/.ai shapes without it. I copied my ts6.6 one acrros and it worked.


2. TIFF 32 bit in UV editor - select a group of nodes via window - crash - consistant on 2 very different pc's


3. Undo never works the way it should.

a. You have to click on the object to get that object to undo. It should surely just undo the last action?

b. Many things do and many things dont undo.

c. Delete an object. Rotate the workspace. Undo - the object comes back out of alignment with its previous position. The grid world co-ords movement is not taken into account.


4. TS7 does not render 3D objects in my non DX9 card - a matrox APVe supporting only DX8.1 - all objects in player window are solid white. Even if setting the window to DX7 compatibility. The grid looks nice though. :-(


5. When selecting render options icons I have no way of knowing what is set on or off - If I select raytrace, and then multi thread, does that turn raytrace off?


6. The animation window hides behind the main window even when selected via Icon. Worse - if you clowse the TS7 window, and then find that little window was hidden behind the main workspace, and then close/save in that window, you can never get the main window back when you load that file again (that I could find!).


7. When rendering using multi thread on, both processors ramp up to 100% but the speed of rendering seems no faster.. Otherwise all rendering shows only 50% utilisation. Should this switch be automatic?


8. Using a 24bit .BMP texture introduces colour banding in a light to dark blue fade, that a TIFF or JPG does not have problems with. The TIFF is fine on viewing in photoshop. It makes light tonal variation BMPs unuseable in the application.


I'll add more bugs if I find them.


This is a great product but a LOT of rough edges in the new release, although to its benefit its only crashed on me with the TIFF UV editor issue.. I look forward to 7.1 with great anticipation.

Post by Bobbins // Apr 4, 2006, 10:15pm

Bobbins
Total Posts: 506
I'll address the points I can for you:


3) Which undo are you referring to? There is an undo for the Player side and an undo for the model side and they are independant. If you perform an action in Player the Model undo icon cannot undo that action and vice versa. Also in model side the undo can be set for object or all actions - sounds like you could be in object mode. Finally, not all actions can be undone. Certain things such as extracting an SDS mesh are destructive to the mesh and mean the undo stack gets cleared.


5) If you select raytrace then multi thread, raytrace doesn't turn off.


6) By the animation window I assume you mean the Scene Editor (SE)? The action you describe is no bug - it is core to the way tS7 works. When you open the SE, it opens as a floating window. This window (in fact, any floating window in tS7) has equal priority to every other tS7 window. There is no master window, no main window, no overall controlling window - they are all equal to each other. If you leave the SE window floating and click on the original tS7 window, the SE loses focus and is moved to the back - so it goes behind the original window. It will have an icon on the taskbar so you can easily select it (or use ALT and TAB to select it as some prefer). If you close the original window using the X in the top right corner of the window then tS7 is still running as it still has a window open - the SE window. If you close the SE window, tS7 no longer has any windows open, so the application shuts down, but it saves the state it is in. The next time you open tS7 it returns to it's last state - namely with the SE window displayed and the core toolbars that have to be present which appear floating. You can use those toolbars to open new 3D windows and create a new layout or open the layouts library and select a saved layout. The correct way to close tS7 is to use the Shutdown icon in the toolbars unless you fully understand the way the windows have equal priority and are comfortable with shutting down tS7 by closing windows. (By the way, for those that think this is wrong - and keeping in mind that tS7 windows have equal priority - imagine if you opened an SE window, then closed the SE window and tS7 shut itself down - you'd think that was a bug, wouldn't you? Because tS7 windows do have equal priority, as far as the program is concerned the SE window is no more or less important than the original window so if you think tS7 should shutdown when you close the original window when the SE is open, that means you also think tS7 should shutdown when you close the SE window and the main window is open). I wish this was better described in the manual because it keeps catching out users who don't understand the way the floating windows work in tS7. I asked for this to be put in the FAQ section of the forums and it is there but with too brief a write-up to fully explain what is happening.


7) Not all rendering in tS7 is multi-threading even if multi-threading is enabled. VirtuaLight is completely non multi-threading. LightWorks is multi-threading when actually rendering, but pre-processes like Radiosity calculation and shadow map generation are not, neither are post processes. While rendering, the native shaders are thread aware but almost all third party shaders are not, so even with multi-threading enabled you will likely see only 50% CPU utilisation when 3rd party shaders are involved. VRay is multi-threading. The multi-thread switch is under user control so you can decide whether to use it. If you are rendering in LightWorks using only 3rd party shaders which won't multi-thread it could be faster to turn off multi-threading (the inherent overhead in attempting to multi-thread slows things down) but only you can decide that for any given scene by testing.

Post by xmanflash // Apr 5, 2006, 4:47am

xmanflash
Total Posts: 335
Hi Bobbins, thanks for your reply.. I have comments

I'll address the points I can for you:

3) Which undo are you referring to? There is an undo for the Player side and an undo for the model side and they are independant. If you perform an action in Player the Model undo icon cannot undo that action and vice versa. Also in model side the undo can be set for object or all actions - sounds like you could be in object mode. Finally, not all actions can be undone. Certain things such as extracting an SDS mesh are destructive to the mesh and mean the undo stack gets cleared.


Yes, I am in Object mode.. You might be right about that optional ALL undo mode.. I go to draw a Nurb so I create a spline window. I size it, move it, draw a nurb in it, then move it, and then hit UNDO and the nurb dissapears. I expected my moving the spline window to be undone.. Its as though some things are not counted as real operations, whereas everything to me should be able to be undone, albeit destructive meshes etc.. thats understood as a reasonable limitation, and libraries help resolve that..

How do I turn Undo ALL on?



5) If you select raytrace then multi thread, raytrace doesn't turn off.


Ok - Thanks.. but where is this indicated? - i.e. how do I tell whether I have multi thread on? - the icon does not appear to show anything.. I have to click on it and see if its faster, which it often isnt.


6) By the animation window I assume you mean the Scene Editor (SE)? The action you describe is no bug - it is core to the way tS7 works. When you open the SE, it opens as a floating window. This window (in fact, any floating window in tS7) has equal priority to every other tS7 window. There is no master window, no main window, no overall controlling window - they are all equal to each other. If you leave the SE window floating and click on the original tS7 window, the SE loses focus and is moved to the back - so it goes behind the original window. It will have an icon on the taskbar so you can easily select it (or use ALT and TAB to select it as some prefer). If you close the original window using the X in the top right corner of the window then tS7 is still running as it still has a window open - the SE window. If you close the SE window, tS7 no longer has any windows open, so the application shuts down, but it saves the state it is in. The next time you open tS7 it returns to it's last state - namely with the SE window displayed and the core toolbars that have to be present which appear floating. You can use those toolbars to open new 3D windows and create a new layout or open the layouts library and select a saved layout. The correct way to close tS7 is to use the Shutdown icon in the toolbars unless you fully understand the way the windows have equal priority and are comfortable with shutting down tS7 by closing windows. (By the way, for those that think this is wrong - and keeping in mind that tS7 windows have equal priority - imagine if you opened an SE window, then closed the SE window and tS7 shut itself down - you'd think that was a bug, wouldn't you? Because tS7 windows do have equal priority, as far as the program is concerned the SE window is no more or less important than the original window so if you think tS7 should shutdown when you close the original window when the SE is open, that means you also think tS7 should shutdown when you close the SE window and the main window is open). I wish this was better described in the manual because it keeps catching out users who don't understand the way the floating windows work in tS7. I asked for this to be put in the FAQ section of the forums and it is there but with too brief a write-up to fully explain what is happening.


OK - I'm fine with all that, the bug is that when I click on the 'open' animation window icon top left, the window does not then float up over the main windows, it stays behind, making the button appear broken.

I understand what you mean about the closing of the 'main' editor window but it makes sense to me to not have any other window hide behind the main window.. why does this sub-window have an equal privilage? We cant really usefully use it wothout the other window open can we? - isnt that against the spirit of the interface?

Also - why is the UV editor not a floating window? - it is locked to sit over the very image I am needing to refer to.. I use Dual screen and would love to have the UV editor take up my second monitor while I view the 3D in the other monitor..


7) Not all rendering in tS7 is multi-threading even if multi-threading is enabled. VirtuaLight is completely non multi-threading. LightWorks is multi-threading when actually rendering, but pre-processes like Radiosity calculation and shadow map generation are not, neither are post processes. While rendering, the native shaders are thread aware but almost all third party shaders are not, so even with multi-threading enabled you will likely see only 50% CPU utilisation when 3rd party shaders are involved. VRay is multi-threading. The multi-thread switch is under user control so you can decide whether to use it. If you are rendering in LightWorks using only 3rd party shaders which won't multi-thread it could be faster to turn off multi-threading (the inherent overhead in attempting to multi-thread slows things down) but only you can decide that for any given scene by testing.

That makes perfect sense, thanks.. I did notice some speed up when I used the rendered a little more on different objects and with different settings, so theres obviously some benefit...

Post by Bobbins // Apr 5, 2006, 5:33am

Bobbins
Total Posts: 506
Ok - Thanks.. but where is this indicated? - i.e. how do I tell whether I have multi thread on? - the icon does not appear to show anything.. I have to click on it and see if its faster, which it often isnt.


I have to admit I don't use the render toolbar for render settings anymore. I use the panel in the stack on the interface for all the render settings, where I can see if single sided/multi-thread etc. is on or off by a simple check box or selection.



OK - I'm fine with all that, the bug is that when I click on the 'open' animation window icon top left, the window does not then float up over the main windows, it stays behind, making the button appear broken.


I've never seen this behaviour. If I open the SE it always opens on top without exception. Not sure if there is something either in your display settings, mouse settings or windows GUI setup that is forcing focus onto the last window as against the new one?


I understand what you mean about the closing of the 'main' editor window but it makes sense to me to not have any other window hide behind the main window.. why does this sub-window have an equal privilage? We cant really usefully use it wothout the other window open can we? - isnt that against the spirit of the interface?.


Well, there is no main window and no sub-window involved here - you just have two tS7 windows open. One happens to have the SE in it, the other happens to have a 3D workspace and a few other GUI items in it. Try this out:

- Start tS7 in default layout.

- Open the SE.

- Resize the default layout window so it is small and the SE window so that it is larger.

- CTRL Click and drag the default layout window into the SE window and drop it there.

You've now docked the 'main' tS7 window into the SE 'sub-window' - the workspace is now in the SE and in fact the whole of tS7 is running inside the Scene Editor. That's not a good way of thinking about it, though and thinking that way leads to confusion. You've simply customised the tS7 interface in the true "spirit of the interface" style and in the process proven that tS7 windows are all equal and the interface really is very customisable.


Also - why is the UV editor not a floating window? - it is locked to sit over the very image I am needing to refer to.. I use Dual screen and would love to have the UV editor take up my second monitor while I view the 3D in the other monitor.


The UV editor window is part of the model view which is tS6.6. It isn't a part of the new architecture and the tS7 GUI, it's simply a pane in the tS6.6 GUI exactly the same as the material editor, so it is subject to the limits of the tS6.6 GUI and is confined to stay inside the Model view.

Post by xmanflash // Apr 8, 2006, 5:39pm

xmanflash
Total Posts: 335
I have to admit I don't use the render toolbar for render settings anymore. I use the panel in the stack on the interface for all the render settings, where I can see if single sided/multi-thread etc. is on or off by a simple check box or selection.


OK - so I'll still call this a potential bug then.. (or poorly designed feedback in the GUI?)



I've never seen this behaviour. If I open the SE it always opens on top without exception. Not sure if there is something either in your display settings, mouse settings or windows GUI setup that is forcing focus onto the last window as against the new one?


Interesting - Try opening the SE window, then NOT closing it, click on the modeller window so the modeller window covers the SE window, work on it, then click on the SE icon again.. If it pops up over the main editor window then you have a different code drop to me! I know to do Alt-Tab, but if I request a window, it should appear form wherever it is, I dont care about how the window heirarchy works technically..


Well, there is no main window and no sub-window involved here - you just have two tS7 windows open. One happens to have the SE in it, the other happens to have a 3D workspace and a few other GUI items in it. Try this out:

- Start tS7 in default layout.

- Open the SE.

- Resize the default layout window so it is small and the SE window so that it is larger.

- CTRL Click and drag the default layout window into the SE window and drop it there.

You've now docked the 'main' tS7 window into the SE 'sub-window' - the workspace is now in the SE and in fact the whole of tS7 is running inside the Scene Editor. That's not a good way of thinking about it, though and thinking that way leads to confusion. You've simply customised the tS7 interface in the true "spirit of the interface" style and in the process proven that tS7 windows are all equal and the interface really is very customisable.



The tutorial I was watching showed Roman talking about the 'Spirit of the Interface' as being able to work Visually at all times in the interface on the actual model, whatever else is going on, which is what I meant by why in the heck can the SE window be detatched from the Visual Modeller interface and used by itself when the modleler interface has been shut down?



The UV editor window is part of the model view which is tS6.6. It isn't a part of the new architecture and the tS7 GUI, it's simply a pane in the tS6.6 GUI exactly the same as the material editor, so it is subject to the limits of the tS6.6 GUI and is confined to stay inside the Model view.


So it seems to me the version 7 of the software is really a mish mash of an older and a new version of Truespace, with some features new style (windows etc) and some features old style.. Which makes sense, But I hope that eventually the user interface becomes a lot more consistant than it is.. its a nightmare for a newbie to come to grips with one icon ridden interface, let alone 2 in the one package!


I vote that the SE window pop up whenever requested, and that the UV editor be made a seperate window from the modeller as in a Dual Screen environment it would make texture mapping significantly easier..


I know that I will learn the quirks of the system in time and that I will be able work around issues, and thanks for your help in this, but I would hope that the development team would take note of the general newbie experience as much as seasoned users, simply because seasoned users will probably resist change even if for the better for various reasons, where change might be better for the product.


Its often in the little things.. ie in the SE window, when you want to change the item name, you click on the name twice. then you use backspace and type in the new name - fine. But when you try to use the mouse to select only the text you want to change (i.e. Box-rhs > Box - lhs) it cancels the name change operation. And F2 is universal for changing names in applications, why not use it here too..

Post by Bobbins // Apr 9, 2006, 12:24am

Bobbins
Total Posts: 506
Interesting - Try opening the SE window, then NOT closing it, click on the modeller window so the modeller window covers the SE window, work on it, then click on the SE icon again.. If it pops up over the main editor window then you have a different code drop to me!


I have the 7.0 code which was the download version and I also have the CD version. Both versions operate exactly as you state above on all three of my machines: if I click the SE icon in the toolbar, the SE gets focus and is brought to the top - above the 'main editor window'.



The tutorial I was watching showed Roman talking about the 'Spirit of the Interface' as being able to work Visually at all times in the interface on the actual model, whatever else is going on, which is what I meant by why in the heck can the SE window be detatched from the Visual Modeller interface and used by itself when the modleler interface has been shut down?


As I tried to say before - tS7 is simply comprised of windows that can have almost anything in them and it's your choiuce as to what goes into a window. If you choose to have just one window with only the SE on screen that's fine, you can do that. I guess the reverse of the question is if you wanted just the SE on screen and nothing else - why should tS7 stop you from doing that?

Post by xmanflash // Apr 9, 2006, 5:12am

xmanflash
Total Posts: 335
I have the 7.0 code which was the download version and I also have the CD version. Both versions operate exactly as you state above on all three of my machines: if I click the SE icon in the toolbar, the SE gets focus and is brought to the top - above the 'main editor window'.

Thats weird - on the 2 machines I tried it on both had the same problem. One Matrox AVPe and the other ATI 9800Pro. I have seen others mention it on the forum too so I am not alone.. As you say, it must be something more specific on the machine then.. Can anyone officially comment on whether this is fixed in 7.1 or not?


As I tried to say before - tS7 is simply comprised of windows that can have almost anything in them and it's your choice as to what goes into a window. If you choose to have just one window with only the SE on screen that's fine, you can do that. I guess the reverse of the question is if you wanted just the SE on screen and nothing else - why should tS7 stop you from doing that?

I guess what confuses me is that the SE is the only window I can find that is able to be disconnected and sit behind the main window - the icon next to it - facial animator - sits above the main window all the time. And SE being virtually useless(I assume ?) without the main window visible why is it one rule for one window and not the rest.. SE acting like Facial Animator makes much more sense to me, but I cant make that happen, TS doesnt allow it it seems..

Post by trueBlue // Apr 9, 2006, 5:21am

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Total Posts: 1761
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Try this: Open Scene Editor and then with the Ctrl key down, click and drag the title bar of the SE down to the bottom of the screen until it snaps in. You can then adjust the window eg: up and down and or Maximize/ Restore down.

Post by Bobbins // Apr 9, 2006, 5:40am

Bobbins
Total Posts: 506
I guess what confuses me is that the SE is the only window I can find that is able to be disconnected and sit behind the main window - the icon next to it - facial animator - sits above the main window all the time. And SE being virtually useless(I assume ?) without the main window visible why is it one rule for one window and not the rest.. SE acting like Facial Animator makes much more sense to me, but I cant make that happen, TS doesnt allow it it seems..


Facial animator only has effect for the Model view so that is why it appears as a pane within the model window. The Material Editor is just the same in this respect.


The SE is useable in both the Model and Player views (it's used to record animation from the new physical simulation engine in the Player view) so the SE has to be different and now acts in accordance with the tS7 windows management. If you open a new 3D Window, LE (Link Editor) Window, Command Prompt, Command History or Output Console they all open as a new floating window exactly like the SE does. Likewise if you choose the Floating layout you will see the tS7 GUI as a series of floating windows, each of which acts in the same way you see the SE opening.


If it makes things easier for you, do as trueBlue suggests: when you open the SE, simply CTRL click and drag it into the existing window to dock it.

Post by stan // Apr 9, 2006, 5:48am

stan
Total Posts: 1240
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xmanflash..the scene editor window does the same thing on my machine..it will create a taskbar icon..click it and it will appear on top..once the window is open the "open KFE" icon won't open it again

Post by xmanflash // Apr 9, 2006, 5:57am

xmanflash
Total Posts: 335
Facial animator only has effect for the Model view so that is why it appears as a pane within the model window. The Material Editor is just the same in this respect.


The SE is useable in both the Model and Player views (it's used to record animation from the new physical simulation engine in the Player view) so the SE has to be different and now acts in accordance with the tS7 windows management. If you open a new 3D Window, LE (Link Editor) Window, Command Prompt, Command History or Output Console they all open as a new floating window exactly like the SE does. Likewise if you choose the Floating layout you will see the tS7 GUI as a series of floating windows, each of which acts in the same way you see the SE opening.



OK - I'll try these once I can find them - the Icon Helper search soesnt seem to know about them!


If it makes things easier for you, do as trueBlue suggests: when you open the SE, simply CTRL click and drag it into the existing window to dock it.


I actually tried that and it worked, but then I hit 'x' on the window and it left me a grey background. I suppose thats now a free area for these docakable windows?


I dragged the window back out onto the desktop and onto my second monitor - should work a treat. shut it down ('x') then opened it again and bam - it was back in its origonal spot not the new one.. does the window position get remembered on your machines?

Post by xmanflash // Apr 9, 2006, 6:00am

xmanflash
Total Posts: 335
xmanflash..the scene editor window does the same thing on my machine..it will create a taskbar icon..click it and it will appear on top..once the window is open the "open KFE" icon won't open it again


Thanks Stan - At least I am not alone in this!

Post by stan // Apr 9, 2006, 6:13am

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Total Posts: 1240
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your welcome xmanflash..

there is at least one window that stays open in player but shouldn't..that's the shell panel..on a dual monitor..second monitor it stays open at all times..put it in the modeler view , go to player..then look under the program it's there..

I dragged the window back out onto the desktop and onto my second monitor - should work a treat. shut it down ('x') then opened it again and bam - it was back in its origonal spot not the new one.. does the window position get remembered on your machines?

that works on my machine..dual monitor..even without it being checked in preferences..

Post by Bobbins // Apr 9, 2006, 8:36am

Bobbins
Total Posts: 506
OK, now I understand - I mis-read the post and mis-understood the bit about clicking the SE icon in the workspace toolbar as against clicking the SE icon in the windows task bar. You are right, once you've opened an SE tS will not allow you to open another instance, so clicking the SE icon in the toolbar does nothing. This is by design - having multiple SEs open would cause contention and errors. For the same reason you are only allowed one Model view on screen at any given time.


As for your windows not keeping position, I don't run any dual screen setups so I can't test that.

Post by xmanflash // Apr 10, 2006, 5:10am

xmanflash
Total Posts: 335
.... once you've opened an SE tS will not allow you to open another instance, so clicking the SE icon in the toolbar does nothing. This is by design - having multiple SEs open would cause contention and errors...

But why does it do nothing?, surely it should pop the SE window to the foreground? Nearly all windows GUI behaviour works this way, and it caused me some pretty serious problems (as a newbie) - having to re-install truespace to get the main window back..(I didnt have any workarounds at that point)..

I'm just trying to show the developers where they might be able to make a few little things work much better for the average newbie..

PS - I love your glass renderings on the WIP pages.. Cant wait to get that good!..

Post by Bobbins // Apr 10, 2006, 8:14am

Bobbins
Total Posts: 506
But why does it do nothing?, surely it should pop the SE window to the foreground?


That icon means "Open a new Scene Editor Window", not "bring the Scene Editor window to the top". Since you aren't allowed multiple SEs, if one is already open then the icon has nothing to do, so clicking on it does - nothing.

Post by JPSofCA // Apr 10, 2006, 9:16am

JPSofCA
Total Posts: 300
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Well, if trueSpace would follow standard conventions, the SE button's funcionality SHOULD act as follows:


OnSEButtonClick_OrWhatever()

{


IF (a scene editor window is already open)

{

give it focus to bring it to the top;

}

ELSE

{

open a new scene editor window and give it focus;

}

RETURN;


}


A simple conditional is all it SHOULD take to give the interface user the interaction that an interface user would "expect".


It is these little things that make a logo'd application elegible to receive the Windows Logo Certification. Although programs can run on windows without following these guidelines, developers should keep in mind that these guidelines are there for a reason - to give users a consistent experience while running logo'd apps. Being that trueSpace is not Windows Logo software, I don't get disappointed when something doesn't behave as I would expect - the logo absence tells me not to be disappointed. But if you ask me, a button that opens a window - independent or otherwise - should bring that window to the top. To not do so is just awkward. It makes people think something's wrong. :confused:


When you uninstalled Rosetta RC 16 or whatever (if you had it installed) and you look in your registry and see that Rosetta left behind several registry keys...no other program knows that those aren't in use anymore. Therefore, they remain on your computer, increasing bootup time, being read into memory, consuming resources throughout the lifetime of your computer or until you reformat and start all over, whichever comes first. A "responsible" program will clean up after itself. I'd hate to think trueSpace was raised by wolves, so to speak.


I don't expect trueSpace to follow all the conventions of Windows. But it sure would be nice if as many of those conventions would be followed as could be. Just a thought. And most of those little things are just common courtesy. The fact that radio buttons have been used like checkboxes I can live with, it's unexpected, but acceptable. But to ignore conventions across the board, especially on issues like registry maintenace, or simple things like calling a function to bring a window into focus. That's just unkind.


I've brought this up before, and I only respond to it this time so people can remember "Oh yeah, this kind of stuff does bother people" - whether or not it is addressed is really up to Caligari, not me. I love the software, but would love it so much more if it cleaned up a little.

Post by xmanflash // Apr 11, 2006, 6:35am

xmanflash
Total Posts: 335
That icon means "Open a new Scene Editor Window", not "bring the Scene Editor window to the top". Since you aren't allowed multiple SEs, if one is already open then the icon has nothing to do, so clicking on it does - nothing.

IMHO JPSofCA is absolutely correct in his explanation of what the function *should* do in a windows environment.

Im pretty sure we dont need two icons to do the job of one function - that being "Give me the SE window - I want to use it"

Isn't good interface design more about helping the user achieve the result in the quickest time possible, so while I see that your point is logical, the way that button works now is much more problematic because of the strange shutdown process, and a newbie like myself, ending up never able to get the Editor window to show again, until a re-install, as i described in an earlier post.

Do you personally think it would make more sense to have the SE window surface when the Open SE icon is pressed?

And does anyone know if this behavour is changed in 7.1 ?

And does anyone know where 7.1 is? :D

Post by xmanflash // Apr 11, 2006, 6:58am

xmanflash
Total Posts: 335
I love the software, but would love it so much more if it cleaned up a little.

I dont yet know it enough to love it, and I just spent $400 upgrading to version 7, and then another $200 for the tutorials, as I couldnt get a simple job done, so $600 later and I am trying to document my process of learning so that it might help others..

When I upgraded I thought TS7 was a major step up, but I am still fighting with its quirks. If the interface could be more streamlined, it would be fantastic - there are many great features and much great work done (that car, kitchen and glassware comes to mind). But the interface needs streamlining, and should be more consistant. And now is the time to do it, with all that change under the hood...

I remember a post here where a member berated Poser users because it was too easy to use, and therefore there was no skill involved. To me thats just a bad case of ego. Software should be easy to use, there is no rite of passage to becomeing an expert in an interface, the skill is in the final rendered image, not the icon hide and seek that ive been doing a lot of lately.

I get the feeling that TS was built from the inside out, not the other way. I would suggest Apple designs software from the outside in, repeat after me "user friendly"... "user friendly"...
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