Red_Oddity
02-17-2003, 05:02 AM
Just a few gripes i had and ideas that came out of those when using expressions...
And with that i mean:
A better way of handling large expressions, rather than the pathetic 1 line we have now...
If i have an expression that grows kinda large and more complex than your average clamped disctance expression, your pretty much screwed in LW, it is possible, but don't mention trying to debug something then.
Ditch then damn library, it unnecessarily makes using expressions even more difficult and useless
It is a good idea, but make it for storage rather than what is really used in your scene, it has to do with the following:
Expressions are always object and channel dependant, make them behave in a better way (i have no idea how to call this really but let me explain)
Make expression not only dependant on a channels from an object/light/cam/etc but give us also the ability to just simple use something like this:
[this_object.Position.X] or [_self.Position.X] rather than [Cubenr1.Position.X]
better yet, give us arrays instead of these single channel expressions, so it would be:
AR1=[this_object.Position] so it is possible to derive a channel like so : AR1[0] (this would be X, AR1[1] would be Y and offcourse AR1[2] would be Z.
This not only makes it possible to simply clone an object and have it keep it's expression, since it doesn't derive it's values from a single object anymore, and when cloning now, expressions dissable anyway ([Cube1.Position.X] woulddn't work anymore since the object just became Cube1(1).)
But it also makes the use off expressions mcuh better since it is simply plugged onto an object now, rather than belonging to a single channel that belongs to a single object.
Expand the expression possibilities
Give us the ability to simply create for/if then/while loops.
Give us the ability to variables within an expresion.
Give us arrays
etc.
I could go on, but these are, to me, absolute essentials to make the expressions actually usefull, than the' avoid when possible' case they are now
And with that i mean:
A better way of handling large expressions, rather than the pathetic 1 line we have now...
If i have an expression that grows kinda large and more complex than your average clamped disctance expression, your pretty much screwed in LW, it is possible, but don't mention trying to debug something then.
Ditch then damn library, it unnecessarily makes using expressions even more difficult and useless
It is a good idea, but make it for storage rather than what is really used in your scene, it has to do with the following:
Expressions are always object and channel dependant, make them behave in a better way (i have no idea how to call this really but let me explain)
Make expression not only dependant on a channels from an object/light/cam/etc but give us also the ability to just simple use something like this:
[this_object.Position.X] or [_self.Position.X] rather than [Cubenr1.Position.X]
better yet, give us arrays instead of these single channel expressions, so it would be:
AR1=[this_object.Position] so it is possible to derive a channel like so : AR1[0] (this would be X, AR1[1] would be Y and offcourse AR1[2] would be Z.
This not only makes it possible to simply clone an object and have it keep it's expression, since it doesn't derive it's values from a single object anymore, and when cloning now, expressions dissable anyway ([Cube1.Position.X] woulddn't work anymore since the object just became Cube1(1).)
But it also makes the use off expressions mcuh better since it is simply plugged onto an object now, rather than belonging to a single channel that belongs to a single object.
Expand the expression possibilities
Give us the ability to simply create for/if then/while loops.
Give us the ability to variables within an expresion.
Give us arrays
etc.
I could go on, but these are, to me, absolute essentials to make the expressions actually usefull, than the' avoid when possible' case they are now