Re: RDK Bugs
So I had to do some heavy work with RDK mapping last night and needless to say it was a pain in my butt (I don't know how you guys deal with it so much on a day to day basis), so I decided to post a few of my grievances. Some of these might be restating what most already know, but I just want the get it off my chest .
1. Texture Widgets/coordinates
a. The widgets really need to be on the same layer as the object (I know this is a known issue, but still)
b. Texture coordinates need to be relative to the object(s) they are being mapped to. If you happen to rotate or move or scale your object, the mappings get rediculusly messed up and it is very hard to work with it on an object that may have no real relation to the construction plane. I also thought the mappings might be slightly messed up when created with alternate (other then the top-down cplane) cplanes, and this also could clear up that issue
c. Texture widgets need to have better snaps. Right now the only snap that the widget has is the end, which bites. In order to effectively work with it other snaps such as mid, center, and near are necessary.
d. There needs to be some sort of hierarchy for accessing/associating the widget with the object. In max, the widget (or gizmo as max refers to it) is a sub selection, meaning that you can't access that widget unless you first go through the object. That means no carelessly grabbing another object's widget. This also means that if an object is locked or hidden then the widget is as well.
e. Widgets need to be visualized in different way. As it is its very hard to see the widget and if its inside an object you can't see them at all. Maybe if they were drawn on top of everything when the parent objects are select it would be better.
f. Widgets (if they aren't added to sub selection or something like that) need to have a way to just select them i.e. SelWidgets. Another idea; SelPlanarWidgets, SelBoxWidgets, SelSphericalWidgets, SelCylinderWidgets...all would be very useful
2.UI
a. Not being able to tab from field to field is very annoying
b. Each time I try to enter a value (and even if I misclick) the panel goes all the way to the top...big workflow issue
c. little scrollers would be useful, so that you don't have to type each value.
d. No realtime update of the texture as its moved. This makes aligning a texture a trial and error process (even more so with only end snaps)
These are my issues, and this doesn't really go into other wishes that I have for custom mappings and the fixes that desparately need to happen like the messed up edges on box mapping. There are really some big issues with RDK and its probably one of the most limiting aspects of rendering with Rhino
So I had to do some heavy work with RDK mapping last night and needless to say it was a pain in my butt (I don't know how you guys deal with it so much on a day to day basis), so I decided to post a few of my grievances. Some of these might be restating what most already know, but I just want the get it off my chest .
1. Texture Widgets/coordinates
a. The widgets really need to be on the same layer as the object (I know this is a known issue, but still)
b. Texture coordinates need to be relative to the object(s) they are being mapped to. If you happen to rotate or move or scale your object, the mappings get rediculusly messed up and it is very hard to work with it on an object that may have no real relation to the construction plane. I also thought the mappings might be slightly messed up when created with alternate (other then the top-down cplane) cplanes, and this also could clear up that issue
c. Texture widgets need to have better snaps. Right now the only snap that the widget has is the end, which bites. In order to effectively work with it other snaps such as mid, center, and near are necessary.
d. There needs to be some sort of hierarchy for accessing/associating the widget with the object. In max, the widget (or gizmo as max refers to it) is a sub selection, meaning that you can't access that widget unless you first go through the object. That means no carelessly grabbing another object's widget. This also means that if an object is locked or hidden then the widget is as well.
e. Widgets need to be visualized in different way. As it is its very hard to see the widget and if its inside an object you can't see them at all. Maybe if they were drawn on top of everything when the parent objects are select it would be better.
f. Widgets (if they aren't added to sub selection or something like that) need to have a way to just select them i.e. SelWidgets. Another idea; SelPlanarWidgets, SelBoxWidgets, SelSphericalWidgets, SelCylinderWidgets...all would be very useful
2.UI
a. Not being able to tab from field to field is very annoying
b. Each time I try to enter a value (and even if I misclick) the panel goes all the way to the top...big workflow issue
c. little scrollers would be useful, so that you don't have to type each value.
d. No realtime update of the texture as its moved. This makes aligning a texture a trial and error process (even more so with only end snaps)
These are my issues, and this doesn't really go into other wishes that I have for custom mappings and the fixes that desparately need to happen like the messed up edges on box mapping. There are really some big issues with RDK and its probably one of the most limiting aspects of rendering with Rhino
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