The problems with LightWave's approach :

- 4x4 Matrices are a nice way to compact a series of transformations and useful to manipulate and apply transformations, but not good if one has to always deal with their components and explicitly build even simple operations all time, having "wire" everything, as of now.

- There's a high price to do operations. A simple matrix multiplication costs 12 connections, more if one of them is inverted. The cost has two sub-problems:

a) The user iterates much slower between attempts to build his tree differently and find the correct configuration.

b) With such high number of connections in parallel the probability of a mis-connection rises considerably.

- There's a lot of missing operations and one has to rely on third parties.

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I propose LW gets 4x4 Matrix data type with respective supporting operation nodes, so that the manipulation of transformations is done in a much more summarized fashion alike XSI ICE:

Conversion

- "3D Vector to Matrix" and "Matrix to 3D Vector"

Disregarding the last column of the 4x4 Matrix (0001 default), the user would be able to convert between 4x4 Matrix and four 3D Vectors: Right, Up, Forward, Translation.

- "Matrix to SRT" and "SRT to Matrix"

This allows the user to convert between 4x4 and tranformation vectors: Scale, Rotation, Translation.

Operations

- "Multiply Matrix" and "Multiply Matrix 4"

This allows the user to transform a 4x4 Matrix with another 4x4 Matrix. The "Multiply Matrix 4" variant is so we can have four inputs instead of just two, since the nodes' ports numbers are fixed.

- "Invert"

This allows the user to invert the 4x4 Matrix

- "Multiply Vector by Matrix"

This allows the user to transform a vector with a 4x4 Matrix.

- "Matrix Mixer"

This allows the user to blend two 4x4 Matrices, with special attention to rotation so it is spherical (Quaternion) interpolation and not linear Eueler interpolation.

The promotion and demotion between 4x4 Matrix and Vector could be like this: Vector -> Matrix (Translation), Matrix (Translation) -> Vector,

Low priority, low level operations:

- "Transpose Matrix"

LW already has one for RUG. But in my personal experience I haven't needed it. But it's an essential matrix operation.

- "Matrix Determinant"

Same as above; not an operation I have needed, but it's indeed also an essential lower level matrix operation.

Nodal Motion and Item info.

In Nodal Motion at the moment one can only set Local Position/Rotation/Scaling and the problem with this is that it will never result in a skew matrix and sometimes that is needed:

- Mimic an object that is skewed

- Remove the Parent influence which might also be a skewed matrix.

So being able to set a skew matrix through nodal motion will make these possible.

To complete things up Item Info, could also output Local and Global matrices.

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If the approach to matrices allows someone to play with them from a higher level, focusing only on output results, without worrying about their components or build their operations, you will have a lot more people with less technical skills making use of them. As of now you have to dig into linear algebra for it and rely on 3rd parties for things that are missing.

If I'm missing or over complicating something, please chime in!

Cheers ]]>

I'd like a second, duplicative/interactive field using

Either field could be used, but they would interact with/update each other.

Many animators are more comfortable in FRAMES than seconds, and it's desirable to accommodate both. ]]>

IIRC are called "item pickers". They are referenced on p96 of the dox.

Item pickers have SELECTION SETS. However, these Selection Sets are not shared with the NewSceneEditor (NSE).

Does that make sense? To

(I can't even figure out what the "Filter" button is supposed to do.)

Anyway, the new features previewed in LW-Blog are awesome and i'm sure there will be more.

This is my (very subjective) feature requests list:

Modeler:

- Snap toolset (dedicated panel with more possibilities).

- Retopology tool.

- Tube tool.

- UV unwrap\relax toolset.

- LW-Brush plugin features implementation.

Layout:

- Speed enhancement to radiosity rendering.

- Better visualization capability in schematic view.

Sorry for any inaccuracies. Thank You very much. ]]>

so..add envelopes on that please, this is the legacy particle system and wind forces, I just donīt understand why it wasnīt implemented in the first place, since it may simple render the effect useless at some point.

Same goes for the doughnut wind, it also has spiral amount and spiral thickness, without any option to keyframe envelopes to let it come at rest at zero level, to my dissapointment, I also had a good thing going on there as well..only to find out that I can not complete the effect as it should..:(

Michael ]]>