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Thread: A polite feature request -> question to Lino (search box option for selecting)

  1. #16
    www.Digitawn.co.uk rustythe1's Avatar
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    parent all lights and cameras to nulls, you can select everything as an object then
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  2. #17
    Axes grinder- Dongle #99
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    Not looking for suggestions: pointing out wrong paths taken.
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  3. #18
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    RH's video points up, glancingly, one small point where LW went wrong early on: treating Cameras, Lights, Objects, (and Bones?) as ....ummm.... DIS-equal entities: instead of a global "ITEM", certain operations are not possible or at least easy when trying to mix item types. In particular, it is not possible to select, say, Lights AND Cameras simultaneously.

    This always seemed like "a rookie error" to me.
    You can select different item types at once and parent them to another item using the New Scene Editor.

    We don't like the current way LightWave deals with items anyway. Everything should be a generic Item, with different attributes so it can be identified as a Camera, Light, Mesh, Null, Bone.

    Different Item types living in their own worlds are part of the current LightWave workflow. There are some advantages in it, I have to say, like the way we can quickly select which kind of Items we want to deal with.

    You're working with objects and you want to adjust the camera transforms or its attributes? You press Shift+C, press P and you're there. Once done, back to object editing (Shift+O). I like it.

    The fact we have different item types with no common root, I don't.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

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  4. #19
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    True, but those key combos would still work, even if they are identified as a generic object.. via the identifier. But I read that you're on top of that. But the UI in general could be a bit more intuitive than it is now, but since I haven't been in this forum for that long.. I wont repeat things you probably heard ad nauseum already

  5. #20
    Mmm... well, hotkey Shift+C for selecting, cycling Camera, that's enough. They don't have to be separate entities, imo..

  6. #21
    Lighthearted Kaptive's Avatar
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    Quote Originally Posted by lino.grandi View Post

    We don't like the current way LightWave deals with items anyway. Everything should be a generic Item, with different attributes so it can be identified as a Camera, Light, Mesh, Null, Bone.

    Different Item types living in their own worlds are part of the current LightWave workflow.
    Nuggets of info slipping out

  7. #22
    Axes grinder- Dongle #99
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    Lino, it was a historical observation more than anything else. I assumed you guys had finally addressed it in the upcoming revolution.

    This is the perfect time, of course, to rectify all the long-standing issues of the past.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  8. #23
    Robert Ireland bobakabob's Avatar
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    Good to see Lino's perspective on what should be a simple procedure with perhaps a hint on what's coming.

    In Maya click on Child then Parent and press p - job done. There is a plugin on the LW site by Kevin Philips that emulates this

    https://www.lightwave3d.com/assets/p...ct-and-parent/
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  9. #24
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    Not to criticise too much as I have never coded a great tool like Lightwave, but I find it very strange that all items were not coded to extend a generic item base class. Since they share so many common parameters. Just seems very odd and messy to me. It's great that is being tidied up though

  10. #25
    No. No hints in Lino's post. Just some info on keyboard shortcuts and parenting in the scene editor.

  11. #26
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by djwaterman View Post
    No. No hints in Lino's post. Just some info on keyboard shortcuts and parenting in the scene editor.
    Exactly. Next version will not change the way system deals with items.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

    LightWave 3D Group YouTube channel:

    http://www.youtube.com/user/Official...?feature=watch

    My YouTube Channel:

    http://www.youtube.com/user/linograndi?feature=mhee

  12. #27
    Axes grinder- Dongle #99
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    Lightbulb

    Trashed a very long post in favor of this: in general, I'd like "pickwhipping" to become a well integrated part of the Layout UI.


    .... I have thoughts about the mechanics of this....
    Last edited by jeric_synergy; 12-24-2016 at 11:52 AM.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  13. #28
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by lino.grandi View Post
    Exactly. Next version will not change the way system deals with items.
    Lino, is there any improvement w.r.t. LW bulk-editing, either specifically w.r.t. modifier stack, or generally? Or does that also fall under "the way system deals with items"?
    John W.
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  14. #29
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    Ok.. so mostly getting the code in place for the future then?

  15. #30
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by jeric_synergy View Post
    Trashed a very long post in favor of this: in general, I'd like "pickwhipping" to become a well integrated part of the Layout UI.
    Proper pickwhips likely require some significant GUI engine changes. Widget-level drag-n-drop isn't currently well-supported, nor is there adequate viewport entity drag-and-drop support -- pick-then-select is really just a "reverse drop-to-select" where the pickwhip initiates and the scene editor or viewport item "receives" the drop.

    Enabling ubiquitous drag-and-drop target support for GUI widgets and viewport entities is minimum needed to make pickwhips efficient/practical. On the plus side, that'd also enable some other long-standing drag-and-drop-related UX requests (f.e. enabling dropping surfaces on viewport items to surface them, as well as better drag-and-drop parenting support).

    Ubiquitous drag-and-drop support in LW has been only slightly less requested than ubiquitous undo support, in terms of most frequent UX requests in forums over the years. It is one of those "basic GUI foundation" services which enables all sorts of other useful things, like pickwhips.
    Last edited by jwiede; 12-24-2016 at 03:45 PM.
    John W.
    LW2015.3UB/2019.1.4 on MacPro(12C/24T/10.13.6),32GB RAM, NV 980ti

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