RE: XSI Suggestion / feature request- more on the ultimate relation editor that I have
| Date : Sun, 2 Oct 2005 10:56:31 +1000 |
| To : <XSI(at)Softimage.COM> |
| From : "Simon Pickard" <mail(at)simonpickard.co.uk> |
| Subject : RE: XSI Suggestion / feature request- more on the ultimate relation editor that I have |
|
Hi Luke, I had this exact same idea a while back; I
posted about it on xsibase but can’t find the thread anymore L I agree that having one central node based
view would be great. We currently have 3 views (render tree, fx tree, and
schematic) that all kind of work in the same way. If you add a node based
particle view to this as well, which by the sounds of all the feedback we’ll
get one day, the idea of making these views standard looks very interesting. I also started to think about how these
currently separate areas of xsi could start to work together as you have. It
suddenly opens up all kinds of possibilities if you think in terms of being
able to add fxtree nodes into a rendertree, etc, etc. I guess the main problem would be getting
all these data types to “talk” to each other. Not an easy task I’m
sure. But personally I’d love to just see a central node view even if all
these linked pathways weren’t open to start with. Just having a single
view where everything works the same, has the same hotkeys and workflow, etc,
has my vote. Regards, Simon. From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of
lpiasecki76 My apologies for all the emails I have sent this
weekend. I don’t mean to spam you, I just had a bit of
extra time to work with XSI 5.0 and a few ideas surfaced. I have mentioned this editor in one of my previous
emails and I thought I could elaborate a little bit more here. Although I have
only seen Houdini a few times in the past, I understand that the idea is very
similar to the paradigm that Houdini uses. This by no means would be an easy
thing to implement and would most likely take a few releases as well as a lot
of user feedback, experimenting and usability tests. What I would like to propose is a centralized
schematic/node-based/relationship editor for any node based relations in the
software. This editor would replace or enhance ideas of Render Tree, Behaviour,
Deformations, Particles, Schematic view and perhaps even compositor. Its main
purpose would be to integrate everything in the software. It seems that it fits
very well with the ‘upcoming’ particle system, outdated schematic
view, requests for deformation blending, lack of current integration in the
dynamic system, improvements to expressions and SCOPS. Some main ideas: -
The editor would be comprised of all
kind of nodes and defined events/triggers/relations between them. -
All the nodes are open; you can plug
anything into anything as long as the inputs/outputs match. -
It serves as a visual _expression_
editor, so conditions, iterations are allowed. -
Many utility nodes would be
provided, e.g. get point vector, distance to, collides with, enters volume,
closest point on curve/surface etc. -
It allows for collapsing of the
nodes. -
All functions from Behaviour become
nodes, a state machine is also provided (replaces Behaviour) -
Allows for integration of all
solvers, e.g. you can get collision data from two rigid bodies colliding and
feed that into render tree or anything you can imagine. Particles can push
rigid bodies and deform soft bodies etc. -
User can define events, triggers,
zones, etc. which will trigger animations or behaviours. -
Parallel deformations, blending
between them etc. can very easily be visualized. -
Rendering nodes can be linked into
other nodes, such as for instance the velocity of the object can be linked to a
colour of its texture or vice versa. -
Advanced behaviours such as
‘transfer attributes from overlapping objects’ are also provided,
when particle enter a volumetric objects which has some attributes defined,
their attributes will start to change (depending on falloff etc.) this would be
an extension of triggers. An object which overlaps another object could
automatically transfer textures from the other object upon overlap. -
Split history – while modeling
in construction mode the user can split history at any time, allowing for
different version of the object and merging the chains later on in the chain. -
Any SCOP can become a node, which
can then be plugged to other nodes/SCOPS. -
Nodes can have multiple inputs and
outputs. -
Multiple materials and render tree
nodes of different objects can talk to each other. -
One can quickly drag and drop
parameters from those nodes to create custom GUIs so a user does not have to go
through the nodes to edit what they need the most. -
Visualization – an idea beyond
shader balls – the little nodes show thumbnails of objects, materials,
particle animation as it changes from node to node. Nodes can be quickly muted
or reordered. -
Of course this editor would also
provide nodes for a particle system, however I will not go into details here
since so any great suggestions have been posted at XSIBase.com I understand that designing such system would be a
huge challenge, but if properly implemented this could be a great addition to
the package. Let me know what you guys think. Luke |
- References:
- XSI Suggestion / feature request- more on the ultimate relation editor that
- From: "lpiasecki76" <lpiasecki76(at)rogers.com>
- XSI Suggestion / feature request- more on the ultimate relation editor that
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: Re: clamp in MEL ... XSI expression equivalent contined..
- Next by Date: Re: clamp in MEL ... XSI expression equivalent contined..
- Previous by Thread: Re: clamp in MEL ... XSI expression equivalent contined..
- Next by Thread: Re: clamp in MEL ... XSI expression equivalent contined..
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |