AC3D Forums My unordered list of annoyances and suggestions
 Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

 27th April 2010, 12:02 AM #2 vortizee Junior Member Advanced member   Join Date: Sep 2008 Posts: 25 Re: My unordered list of annoyances and suggestions Virtual Axis: Currently a surface or a vertex can be easily moved orthogonally, but when an it lies in a plane that is rotated, there is no way to move it perpendicularly to that plane other than by using Extrude by Normal. If one can move it by x,y,z axes, why not Move by Normal? The way to do this is to use a modifier key to define a temporary set of axes by the normal itself. The virtual Y is the normal. Virtual x and z can be defined by being perpendicular to it but at what rotation to determine the origin? Read on: The X or Z axis needs to be determined by examining the lines forming the plane's surface. The X axis direction (of rotation about the Y axis) is made perpendicular to one such line by suggestion (the line being highlighted). Moving the mouse may change the suggested rotation of the virtual X-axis by selecting another line defining the surface as that to take perpendicularity from. Commit the virtual axis by a right click and the virtual Y and X axes are defined, thus defining the third axis too. Now the surface of vertex can be moved orthogonally to the rotated plane. Deselecting the surface cancels the virtual axes. Extrude Vertices: This could benefit from a virtual axes direction too. Extrude out or in by dragging one of the corners could be limited to the plane of one of the surfaces adjoining the vertex or surface defined by a group of selected vertices by similar methods described above. This is not good enough. We should be able to extrude the vertices in or out by a distance, as dragging a corner of a selection of vertices would not result in a consistent distance where a shape is bidirectional (L shaped) and rotated. For example, this method would expand a shape along a rotated plane by a defined distance from each vertex, along a direction in-or-out averaged by the perpendicularity of two lines in the desired plane of expansion (ignoring any other lines not in the plane). Hierarchy Highlighting: Right clicking a group or object in Hierarchy View could give that object or group a highlight color in the Hierarchy View, signalling some importance defined by the user as required. Hierarchy Hide: When a Hierarchy List becomes unmanageably long, selecting a large number of objects and groups for Hiding in the hierarchy list could make it easier to manage navigating the list. They should collapse into a "+" widget. Clicking that cancels the collapse. Collapsed lists are temporary and ignored by the Save and Save As commands.
 27th April 2010, 10:35 AM #3 vortizee Junior Member Advanced member   Join Date: Sep 2008 Posts: 25 Re: My unordered list of annoyances and suggestions Hierarchy Window Widgets: Stare down a long list of objects in the Hierarchy Window and it's easy to tell what's hidden or not because the 'eye' icon differs markedly. It glares at you when an object is not hidden, and it's barely there when an object is hidden. The same cannot be said about the Lock icon: the difference is in the loop of the lock, with minimal contrast - it doesn't stand out. For consistency, the lock icon needs to be as dark as the eye icon signalling Unhidden or Unlocked, and as ephemeral as the same when signalling Hidden or Locked - i.e., barely there. But why not go further? Color, subtly used, could enhance the message.
 27th April 2010, 11:15 AM #4 Andy Administrator Professional user     Join Date: Jun 2003 Posts: 4,366 Re: My unordered list of annoyances and suggestions This is very useful and interesting feedback - many thanks!
 27th April 2010, 11:47 AM #5 vortizee Junior Member Advanced member   Join Date: Sep 2008 Posts: 25 Re: My unordered list of annoyances and suggestions My pleasure. I love this app.
 27th April 2010, 12:15 PM #6 vortizee Junior Member Advanced member   Join Date: Sep 2008 Posts: 25 Re: My unordered list of annoyances and suggestions Hiding & Locking Redux: "You can Lock an object and show its wireframe or hide it, but not lock it while showing it with its texture. This third lock mode would be useful. The locked object is fully visible but not selectable, operable or clickable in any way. " This could lead to confusion when a user tries to operate on a locked object that is not hidden or wire-framed unless the object signals its state in the main window. The obvious solution is to signal this state by a different color for the object's surface lines and vertices, such as red.Overlapping Vertices: A single vertex and multiple vertices in the same point of space look exactly the same when, in fact, something different is happening at that location. One way to signal multiple vertices exist at one point is to draw a box around such points. Other methods are a different color (default purple versus blue) or size of displayed vertex. If boxed or sized-up, it could lead to a very busy display when the object is viewed from a distance, which suggests a further operation (cancel at a distance). Color seems to be the simplest solution and adds a further advantage. When you drag one vertex near enough to another (assuming the suggested-before snap takes place), the change in color becomes gratifying feedback that both vertices are now co-located. Maybe you shouldn't have encouraged me.
 28th April 2010, 10:47 PM #7 WombatBoy Junior Member Member   Join Date: May 2009 Posts: 14 Re: My unordered list of annoyances and suggestions I like some of these a lot! Some of the first ones about the scroll wheel and the moving multiple items would help tremendously. I find myself sometimes trying to move 20 objects through a list of 200... Also, the ones with duplication and merging. Sometimes I then need to move the merged/duplicated object, through 200 like above to get back to the animation group where it came out of. Even a few of these (like the scroll wheel and merging ones) would be amazingly helpful
 28th April 2010, 11:46 PM #8 vortizee Junior Member Advanced member   Join Date: Sep 2008 Posts: 25 Re: My unordered list of annoyances and suggestions Extrude Vertices Redux: ...This is not good enough. We should be able to extrude the vertices in or out by a distance, as dragging a corner of a selection of vertices would not result in a consistent distance where a shape is bidirectional (L shaped) and rotated. For example, this method would expand a shape along a rotated plane by a defined distance from each vertex, along a direction in-or-out averaged by the perpendicularity of two lines in the desired plane of expansion (ignoring any other lines not in the plane). Actually, this is nothing but a Bevel with negative numbers and zero Out but along a virtual axis. I should've spotted it instantly.
30th April 2010, 02:50 AM   #9
luuckyy
Senior Member
Professional user

Join Date: Jul 2005
Location: France
Posts: 735
Re: My unordered list of annoyances and suggestions

Quote:
 Originally Posted by vortizee Currently a surface or a vertex can be easily moved orthogonally, but when an it lies in a plane that is rotated, there is no way to move it perpendicularly to that plane other than by using Extrude by Normal.
Actually you can, you have to select your surface and then use the '+' or '-' keyboard keys (you can set the distance of each move in the settings).
But a proper manipulator would indeed be much more convenient.
__________________
OL.

 30th April 2010, 04:08 AM #10 vortizee Junior Member Advanced member   Join Date: Sep 2008 Posts: 25 Re: My unordered list of annoyances and suggestions Yes, you can, but you'd be guessing how much to move it in the x, y and z directions so that the move is equivalent to a move-by-normal. I suppose you could use trigonometry to work it out but who would bother? I'm hoping to inspire the author into a payware upgrade. Minor UI annoyances are a must fix as far as I'm concerned, but things like better snapping, virtual axes, drape and shrinkwrap are things I'd be willing to shell out and thank him for the added modelling power. I believe snapping is broken. It should be move one to another and not both together. Snap anything to a carefully placed object or point in relation to the origin and that careful placement is ruined. Where accuracy doesn't count, like making a teddy bear, it doesn't matter, of course.

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Smilies are On [IMG] code is On HTML code is Off Forum Rules

All times are GMT -4. The time now is 12:58 PM.

 Archive - Top

AC3D Forum
(C) Inivis Limited 2020