![]() When setting viewport shading with a radial menu in a quad view, it doesn't seem to matter which view the mousepointer is hovering over. ![]() Or even better, actually make everything animatable. Like the Vellum Constraint settings for instance, where it looks like one can add an animation curve but only the first frame is read, so it's useless. Very confusing when you figure out after a lot of fiddling around you're not doing something wrong, it's not working by default. I've seen people trying to script a solution for a problem, when there already was an untraceable SOP with a weird name for that.ĭisable the possibility to add keyframes where they don't work. You have to already know the name of a SOP or google it, in the hope you're able to find some info. Someone at SideFX has a weird sense of humor.īecause of this, as a newbie its often not possible to find a SOP because the naming is just not intuitive. Why not call it "Point Fuse" at least, so anyone can find it with a simple Tab search looking for a "point" related SOP. Just select an object or some geometry and quickly isolate it in a single viewport, but still have it visible in another.īetter naming of SOPs !! I mean, "Mountain" or "Peak" for normal displacement or translate SOPs, "Creep" for a surface deformer, "Fuse" for a point merge SOP. Quickly hide and isolate geometry per viewport without having to add unnecessary "visibility" SOPs. ![]() With polygon selected RMB > polyextrude/polybevel/ etc. Currently the RMB shows me the same options no matter what is selected.įor instance for modeling when edges are selected with RMB click show: edgedivide/edgeslide/etc. Imagine having to add these Labs SOPs a few times :Īlso better RMB context sensitive menu popups. Said it before and say it again, undockable menu's would be a huge workflow improvement when you have to repeat certain tasks. It's useful for animating when you're only concerned with tweaking certain frames. What I propose is a a framebuffer cache so that you only have to cache the 2d image in the viewport. When the data is very large you need a lot of ram and realtime playback isn't possible. ![]() The cache sop does it for all data piped in and it still needs to be translated into the 3d viewport. If by "heavy" you mean geometry-heavy, then you're limited by your GPU. The whole thing can of course be toggled on and off.If by "heavy" you mean computationally heavy, then there is a Cache SOP that already does this. There's a visual indication on the playbar telling you which frames are cached and which frames have changed. Basically frames that don't change get put into a frame buffer and just played back. The idea is to have a per-frame viewport cache so that you can replay already fully cooked frames in real time in the viewport, regardless of how heavy the scene is. I don't recall where I've seen this (Presto?) but I would like to see a Scene View Flipbook. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |