<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.2" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: Whirlwind minus the tour</title>
	<link>http://mke3.net/weblog/whirlwind-minus-the-tour/</link>
	<description></description>
	<pubDate>Sun, 23 Nov 2008 12:52:27 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2</generator>

	<item>
		<title>By: Owen</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1143</link>
		<author>Owen</author>
		<pubDate>Thu, 16 Nov 2006 01:36:20 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1143</guid>
		<description>Very, very cool. The combination of a drag-n-drop-enabled tree and having quick show/hide buttons is an excellent idea! I'm sure I'll use this all the time, especially when working with armatures. Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Very, very cool. The combination of a drag-n-drop-enabled tree and having quick show/hide buttons is an excellent idea! I&#8217;m sure I&#8217;ll use this all the time, especially when working with armatures. Keep up the good work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Francis OBrien</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1142</link>
		<author>Francis OBrien</author>
		<pubDate>Wed, 15 Nov 2006 15:00:51 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1142</guid>
		<description>Good stuff.

Medit also has an eye icon for object visibility in it's heirachical view.

Any chance of a 'SET PARENT' button in the Outliner. I miss this this feature from Multigen and I haven't seen it in any other 3D package.

&lt;a href="http://www.create.ucsb.edu/drive/images/front.jpg" rel="nofollow"&gt;http://www.create.ucsb.edu/drive/images/front.jpg&lt;/a&gt;

Basically any new object will be created under the parent you select. It makes for very tidy scenes with less cleaning up.

(And a horizontal scroll bar!)

cheers


</description>
		<content:encoded><![CDATA[<p>Good stuff.</p>
<p>Medit also has an eye icon for object visibility in it&#8217;s heirachical view.</p>
<p>Any chance of a &#8216;SET PARENT&#8217; button in the Outliner. I miss this this feature from Multigen and I haven&#8217;t seen it in any other 3D package.</p>
<p><a href="http://www.create.ucsb.edu/drive/images/front.jpg" rel="nofollow" onclick="javascript:urchinTracker ('/outbound/comment/www.create.ucsb.edu');">http://www.create.ucsb.edu/drive/images/front.jpg</a></p>
<p>Basically any new object will be created under the parent you select. It makes for very tidy scenes with less cleaning up.</p>
<p>(And a horizontal scroll bar!)</p>
<p>cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: zoogie</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1141</link>
		<author>zoogie</author>
		<pubDate>Wed, 15 Nov 2006 10:46:47 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1141</guid>
		<description>great job Matt,
I watched the 2004 video (Bconf)and totally agree with your point of view. Useability and workflow is of utmost importance.. I find blender has loads of tools, but a very inconsistent interface (workflow). If I could code(and I am learning) the outliner would have been one of the first things I would have tackled.....it drives me nuts in its current implementation.

Some more features in outliner that would be great:
It would be great to be able to solo an object or another way  to do that (in a few more steps) is to make an object invisible and then toggle by an outliner menu choice (so everything thats visible is invisible and vice versa.

In your current implementation, can you select multiple objects and drag /drop parent them at the same time? That would be nice. 

Also ctrl drag to copy drag.

Also all of this functionality transfering to the OOPS schematic would be awesome.

cheers and more power to you.
Zoogie</description>
		<content:encoded><![CDATA[<p>great job Matt,<br />
I watched the 2004 video (Bconf)and totally agree with your point of view. Useability and workflow is of utmost importance.. I find blender has loads of tools, but a very inconsistent interface (workflow). If I could code(and I am learning) the outliner would have been one of the first things I would have tackled&#8230;..it drives me nuts in its current implementation.</p>
<p>Some more features in outliner that would be great:<br />
It would be great to be able to solo an object or another way  to do that (in a few more steps) is to make an object invisible and then toggle by an outliner menu choice (so everything thats visible is invisible and vice versa.</p>
<p>In your current implementation, can you select multiple objects and drag /drop parent them at the same time? That would be nice. </p>
<p>Also ctrl drag to copy drag.</p>
<p>Also all of this functionality transfering to the OOPS schematic would be awesome.</p>
<p>cheers and more power to you.<br />
Zoogie</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charles</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1140</link>
		<author>Charles</author>
		<pubDate>Wed, 15 Nov 2006 09:59:21 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1140</guid>
		<description>Also in regards to visibility: Removing objects from the outliner by type would be great.  In other words, there could be buttons across the top that represent Mesh, Armature, Nurbs, etc., and objects that include those things are only visible if the buttons are enabled.  One of the current main problems in the outliner is that when you have a very complex scene finding what you need becomes difficult (although Aligorith is working on search).

(Oh, and check the CSS on your "preview comment" page.  It seems a little out of whack.)

@Simhar: I don't disagree that this would be a great feature, but did you know you can assign a constraint by clicking the target, shift-clicking the object to be constrained, and then pressing Control+Alt+C?</description>
		<content:encoded><![CDATA[<p>Also in regards to visibility: Removing objects from the outliner by type would be great.  In other words, there could be buttons across the top that represent Mesh, Armature, Nurbs, etc., and objects that include those things are only visible if the buttons are enabled.  One of the current main problems in the outliner is that when you have a very complex scene finding what you need becomes difficult (although Aligorith is working on search).</p>
<p>(Oh, and check the CSS on your &#8220;preview comment&#8221; page.  It seems a little out of whack.)</p>
<p>@Simhar: I don&#8217;t disagree that this would be a great feature, but did you know you can assign a constraint by clicking the target, shift-clicking the object to be constrained, and then pressing Control+Alt+C?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: minDrones</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1139</link>
		<author>minDrones</author>
		<pubDate>Wed, 15 Nov 2006 06:48:02 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1139</guid>
		<description>Hi Matt,

if you have the chance to see Cinelerra in action, look at the icons below each track name. Clicking on one and dragging on the others of the same type, below or above it, the same action take place. That is un-selecting that icon and dragging makes all the others to be unselected.

This is incredibly comfortable and fast on a few tracks, imagine selecting a bunch of objects with a hit (when working with particles as we do, or in the first ED scene, all those cables flying).

Adding more interaction in the outliner is definitely a good thing, go on :)

Cheers</description>
		<content:encoded><![CDATA[<p>Hi Matt,</p>
<p>if you have the chance to see Cinelerra in action, look at the icons below each track name. Clicking on one and dragging on the others of the same type, below or above it, the same action take place. That is un-selecting that icon and dragging makes all the others to be unselected.</p>
<p>This is incredibly comfortable and fast on a few tracks, imagine selecting a bunch of objects with a hit (when working with particles as we do, or in the first ED scene, all those cables flying).</p>
<p>Adding more interaction in the outliner is definitely a good thing, go on :)</p>
<p>Cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: blackblender</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1138</link>
		<author>blackblender</author>
		<pubDate>Wed, 15 Nov 2006 05:50:37 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1138</guid>
		<description>This is unlimited layers! By setting the outliner to show groups, and having the option of toggling a group's visibility, Blender gets the power of infinite layers. The eye icon, then, can't really be an on/off switch as groups may overlap, it could be more of an action i.e. 'show everything in this group', 'hide everything in this group'. (And the icon may show the last action or maybe have a third state of half closed to say, some items are visible.)

The fact that layers overlap is actually important in 3D to manage complex scenes. For example: to show an entire room (group) but then hide an entire wall with all it's objects (group), And layers do overlap currently in Blender (one object can be on a many layers), it's just very difficult to manage them. 

I have been thinking about this for a while already but have no idea how to edit blender code. 

Thank you very much!</description>
		<content:encoded><![CDATA[<p>This is unlimited layers! By setting the outliner to show groups, and having the option of toggling a group&#8217;s visibility, Blender gets the power of infinite layers. The eye icon, then, can&#8217;t really be an on/off switch as groups may overlap, it could be more of an action i.e. &#8217;show everything in this group&#8217;, &#8216;hide everything in this group&#8217;. (And the icon may show the last action or maybe have a third state of half closed to say, some items are visible.)</p>
<p>The fact that layers overlap is actually important in 3D to manage complex scenes. For example: to show an entire room (group) but then hide an entire wall with all it&#8217;s objects (group), And layers do overlap currently in Blender (one object can be on a many layers), it&#8217;s just very difficult to manage them. </p>
<p>I have been thinking about this for a while already but have no idea how to edit blender code. </p>
<p>Thank you very much!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Manuel P</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1137</link>
		<author>Manuel P</author>
		<pubDate>Wed, 15 Nov 2006 00:56:12 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1137</guid>
		<description>This, are very important features for faster working , ordering objects etc., like in MaYa.
nice work!</description>
		<content:encoded><![CDATA[<p>This, are very important features for faster working , ordering objects etc., like in MaYa.<br />
nice work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Omar</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1136</link>
		<author>Omar</author>
		<pubDate>Fri, 10 Nov 2006 20:15:24 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1136</guid>
		<description>You should let visibily/locking/rendering attributes to layers. 
 
cheers</description>
		<content:encoded><![CDATA[<p>You should let visibily/locking/rendering attributes to layers. </p>
<p>cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: simhar</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1135</link>
		<author>simhar</author>
		<pubDate>Sun, 05 Nov 2006 12:00:05 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1135</guid>
		<description>it should be: great work ((-:

btw: the method i described, is the method, cinema4d uses it... there it's called smartpointer. for further interests, you can download a demo.

now again: great work...</description>
		<content:encoded><![CDATA[<p>it should be: great work ((-:</p>
<p>btw: the method i described, is the method, cinema4d uses it&#8230; there it&#8217;s called smartpointer. for further interests, you can download a demo.</p>
<p>now again: great work&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: simhar</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1134</link>
		<author>simhar</author>
		<pubDate>Sun, 05 Nov 2006 11:56:21 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1134</guid>
		<description>very good improvements on the outliner... i'm quiet happy to see these improvements, because i was thinking about that the last weeks... a have another suggestion about drag-n-drop:

actually, if you want to use one object in relationship to another objekt (e.g.: track-to-constraint, armature, curve-taper, curve-array,...), you have to TYPE the name of that object. It would be fine, if you can drag-n-drop that object from the outliner directly to the text-field to connect it.

An example: you want a camera track-to-constrained to an empty. so give the camera a track-to-constraint, take the object "empty" from the outliner and put it into the "OB:  "-textfield in the constraint-panel.

i hope i could describe it well, for further questions please write back.
Thanx for the freat work, you're doing. Fantastic.

S.</description>
		<content:encoded><![CDATA[<p>very good improvements on the outliner&#8230; i&#8217;m quiet happy to see these improvements, because i was thinking about that the last weeks&#8230; a have another suggestion about drag-n-drop:</p>
<p>actually, if you want to use one object in relationship to another objekt (e.g.: track-to-constraint, armature, curve-taper, curve-array,&#8230;), you have to TYPE the name of that object. It would be fine, if you can drag-n-drop that object from the outliner directly to the text-field to connect it.</p>
<p>An example: you want a camera track-to-constrained to an empty. so give the camera a track-to-constraint, take the object &#8220;empty&#8221; from the outliner and put it into the &#8220;OB:  &#8220;-textfield in the constraint-panel.</p>
<p>i hope i could describe it well, for further questions please write back.<br />
Thanx for the freat work, you&#8217;re doing. Fantastic.</p>
<p>S.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1133</link>
		<author>Matt</author>
		<pubDate>Fri, 03 Nov 2006 23:28:02 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1133</guid>
		<description>Hi guys! The plan is also to add restrictions for not only viewing, but also selection and rendering, and anything else that would be useful there.

For drag and drop it'd be really great to have access to copying materials/mesh data/constraints/etc/etc, but as I mentioned, the rest of the Blender code doesn't really support that well and needs to be massaged/rewritten a bit, which isn't too easy, at least for me.

Jakub: Perhaps those 'eye' icons I'm using there might seem familiar ;) And Da Vinci? I very much doubt it :P Most of the things I do in Blender is really not that difficult, perhaps less so than other artists might do in scripting, or web programming, etc. I think a large part of the barrier to working in C in a standalone app is psychological...</description>
		<content:encoded><![CDATA[<p>Hi guys! The plan is also to add restrictions for not only viewing, but also selection and rendering, and anything else that would be useful there.</p>
<p>For drag and drop it&#8217;d be really great to have access to copying materials/mesh data/constraints/etc/etc, but as I mentioned, the rest of the Blender code doesn&#8217;t really support that well and needs to be massaged/rewritten a bit, which isn&#8217;t too easy, at least for me.</p>
<p>Jakub: Perhaps those &#8216;eye&#8217; icons I&#8217;m using there might seem familiar ;) And Da Vinci? I very much doubt it :P Most of the things I do in Blender is really not that difficult, perhaps less so than other artists might do in scripting, or web programming, etc. I think a large part of the barrier to working in C in a standalone app is psychological&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Eugene</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1132</link>
		<author>Eugene</author>
		<pubDate>Fri, 03 Nov 2006 15:55:33 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1132</guid>
		<description>We need this outliner patch *right now*.  I have no idea why I never thought about this in Blender, but after watching the video I can't believe it's not there.</description>
		<content:encoded><![CDATA[<p>We need this outliner patch *right now*.  I have no idea why I never thought about this in Blender, but after watching the video I can&#8217;t believe it&#8217;s not there.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jakub Steiner</title>
		<link>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1131</link>
		<author>Jakub Steiner</author>
		<pubDate>Fri, 03 Nov 2006 09:49:11 +0000</pubDate>
		<guid>http://mke3.net/weblog/whirlwind-minus-the-tour/#comment-1131</guid>
		<description>Great to see you making it back in one piece. I'm amazed how well you cope with crazy travel like this. When we went to NZ, I needed like a day of sleep to recover.

I'm very impressed by the outliner work. Very useful stuff. 

Btw you and Larry Ewing seem like the da Vincis of the 21st century. Great artists, brilliant hackers/engineers :)</description>
		<content:encoded><![CDATA[<p>Great to see you making it back in one piece. I&#8217;m amazed how well you cope with crazy travel like this. When we went to NZ, I needed like a day of sleep to recover.</p>
<p>I&#8217;m very impressed by the outliner work. Very useful stuff. </p>
<p>Btw you and Larry Ewing seem like the da Vincis of the 21st century. Great artists, brilliant hackers/engineers :)</p>
]]></content:encoded>
	</item>
</channel>
</rss>
