ToDo

From Moviesandbox

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 +
Moviesandbox has had a very under-the-radar pre-release with a couple of people telling me that it's still a bit rough around the edges. A couple of months and a lot of hard work later and Moviesandbox now has its public Version 0.5 release - for Mac and Windows.
 +
<h2>Road to 1.0</h2>
 +
I will try to get some funding through Kickstarter for a proper V1.0 release this summer, mostly to tackle some usability issues and to have some time for documentation and emprettyfying.
-
<h2>version 1320 release fixes and features: ''first open beta'' </h2>
+
<h3>Interface changes:</h3>
-
* more complex Savegame referencing (allows Actor cross referencing)
+
* grey-out all other objects but the currently selected drawing when in drawing mode
-
* Voxel Editor gets Voxel-Scaling functionality
+
* cut-off text that is too long to display nicely
-
* include "paintable" eye parts
+
* make propertyButtons nice and non-text-entry-only
-
* managing savegames
+
* visualize node and UDP-Input connections
-
* importing Poses
+
* better grouping of objects
-
* customize Characters after loading
+
* add gizmos for moving/rotating both objects and the scene-view
-
* select objects close to other objects with a list
+
* switch saving/loading to OS default dialogs
-
* restructure icon positions
+
* distribute extended functionality to right-click menus and inspectors
-
* object finder
+
* bounding boxes and better communication of selection and current drawing
-
* create Mac and Linux Shortcuts
+
* adjustable text and menu colors/sizes
 +
* customizable interface via xml (colors, sizes, options, where stuff appears on screen, icons, etc...)
 +
* simple localization options
 +
* variable mouse-images for better communication of functionality
 +
* Node management functions (containers, minimap, etc.) (and maybe Node-manager window?)
 +
* full layer support, blending modes, better scene object management(icons for hiding/locking/parent-child relationships) and per-layer quality settings
 +
* particle select mode should be subset of select tool
 +
* support for middle-mouse button and scroll-wheel
-
<h2>more structural things</h2>
+
<h3>Extended functionality:</h3>
-
* restructure all Actions so we can do undo (make exec functions so we can set KeyBindings)
+
* add settings menu
-
* revisit TextInput
+
* add traditional menu-bar
-
* revisit Savegame organisation
+
* add orbit-functionality and other ways of navigation to scene view
-
* restructure Mouse Object
+
* make curveable Grid and implement Grid-snap-to-view functionality
-
* disable all buttons if one is pressed - special case: ListButton. Should be more modular!
+
* rotational objects and symmetrical drawing
 +
* pen-drawing (straight lines, polygonal lines)
 +
* brush draws primitives
 +
* custom brushes (particle chunks instead of individual particles)
 +
* copy paste selected particles
 +
* smoother drawing ( automatic closing of gaps)
 +
* cutting with planes (use grid to split things apart
 +
* auto-skin bones
 +
* push/pull particles for deformation
 +
* pre-fab skeletons
 +
* mix walk animations and IK
 +
* IK editor and 2D curve drawing
 +
* all properties timeline-able
 +
* save timeline state even if not turned into actions (for timeline-only setups)
 +
* maybe Undo/Redo in Action list (similar to photoshop)
 +
* export to movie
 +
* export to TGA sequence (alpha-as-depth and color, or multiple passes)
 +
* Kinect MoCap connection
 +
* video textures
 +
* make bones not just rotate-able but also moveable!
 +
<h3>Technical changes:</h3>
 +
* easier custom shader integration
 +
* integrate TouchOSC protocol
 +
* optimisations for renderer
 +
* move away from GLUT and do proper per-OS windowing
 +
* Intel OpenGL 2.0 fixes
 +
* robust COLLADA import/export
 +
* thorough integration of external tools such as AudioInput, processing/Arduino, Kinect, etc...
 +
* robust per-object alpha-blending
 +
* add collision detection (and implement physics and physics-shape editor)
 +
* LOD-system and Frustum Culling, maybe a proper scenegraph too
 +
* post-production pipeline, DOF rendering, bloom, etc...
 +
* add "if" node and "on collision" and the like, for rudimentary interactivity scripting
 +
* make code more modular and easier to extend
 +
* implement c++ plugin-system
 +
* c++ cross-plattform joystick/Multi-HID Input tool (currently C# based)
-
<h2>mid-term Tasks</h2>
+
<h3>Infrastructural changes:</h3>
-
* redo interface
+
* hide internal resources from asset viewers
-
* create browser windows
+
* rethink project structures, im-/exporting and sharing content
-
* 3D,2D and Actor Action nesting (to create self-running actors)
+
* lots of documentation - not just videos
-
* Minimap support for complex action lists
+
* example code for processing, arduino, openFrameworks
-
* collision box around things should adjust to shape of things.
+
* examples with WiiMote, Arduino, Gametrak, joystick
-
* characters should be able to sit down (collision/physics wise)
+
* in-App help menu and knowledge base
-
* incorporate some sort of project Management
 
-
<h2>helper Application related</h2>
+
<h2>What I ''WILL NOT'' be focusing in the foreseeable future:</h2>
-
* switch to C++ or Java
+
'''(although happy to support anyone else taking a shot!)'''
-
* integrate the Unreal Package Tool[http://www.acordero.org/prog_proj_UTPT.html], somehow.
+
* no scripting language
-
 
+
* no OpenGL 1.4 compatibility renderer
-
<h2>future Tasks</h2>
+
* no triangulated mesh editing capabilities
-
* Multiplayer support
+
* no OBJ, DXF, JPG, insert-your-format-of-choice im-/exporter
-
* Animation *.bvh File support
+
-
* Video recording support for 2D-Pawns and -Props
+
-
* Automated VoxelPawn creation
+

Current revision

Moviesandbox has had a very under-the-radar pre-release with a couple of people telling me that it's still a bit rough around the edges. A couple of months and a lot of hard work later and Moviesandbox now has its public Version 0.5 release - for Mac and Windows.

Contents

Road to 1.0

I will try to get some funding through Kickstarter for a proper V1.0 release this summer, mostly to tackle some usability issues and to have some time for documentation and emprettyfying.

Interface changes:

  • grey-out all other objects but the currently selected drawing when in drawing mode
  • cut-off text that is too long to display nicely
  • make propertyButtons nice and non-text-entry-only
  • visualize node and UDP-Input connections
  • better grouping of objects
  • add gizmos for moving/rotating both objects and the scene-view
  • switch saving/loading to OS default dialogs
  • distribute extended functionality to right-click menus and inspectors
  • bounding boxes and better communication of selection and current drawing
  • adjustable text and menu colors/sizes
  • customizable interface via xml (colors, sizes, options, where stuff appears on screen, icons, etc...)
  • simple localization options
  • variable mouse-images for better communication of functionality
  • Node management functions (containers, minimap, etc.) (and maybe Node-manager window?)
  • full layer support, blending modes, better scene object management(icons for hiding/locking/parent-child relationships) and per-layer quality settings
  • particle select mode should be subset of select tool
  • support for middle-mouse button and scroll-wheel

Extended functionality:

  • add settings menu
  • add traditional menu-bar
  • add orbit-functionality and other ways of navigation to scene view
  • make curveable Grid and implement Grid-snap-to-view functionality
  • rotational objects and symmetrical drawing
  • pen-drawing (straight lines, polygonal lines)
  • brush draws primitives
  • custom brushes (particle chunks instead of individual particles)
  • copy paste selected particles
  • smoother drawing ( automatic closing of gaps)
  • cutting with planes (use grid to split things apart
  • auto-skin bones
  • push/pull particles for deformation
  • pre-fab skeletons
  • mix walk animations and IK
  • IK editor and 2D curve drawing
  • all properties timeline-able
  • save timeline state even if not turned into actions (for timeline-only setups)
  • maybe Undo/Redo in Action list (similar to photoshop)
  • export to movie
  • export to TGA sequence (alpha-as-depth and color, or multiple passes)
  • Kinect MoCap connection
  • video textures
  • make bones not just rotate-able but also moveable!

Technical changes:

  • easier custom shader integration
  • integrate TouchOSC protocol
  • optimisations for renderer
  • move away from GLUT and do proper per-OS windowing
  • Intel OpenGL 2.0 fixes
  • robust COLLADA import/export
  • thorough integration of external tools such as AudioInput, processing/Arduino, Kinect, etc...
  • robust per-object alpha-blending
  • add collision detection (and implement physics and physics-shape editor)
  • LOD-system and Frustum Culling, maybe a proper scenegraph too
  • post-production pipeline, DOF rendering, bloom, etc...
  • add "if" node and "on collision" and the like, for rudimentary interactivity scripting
  • make code more modular and easier to extend
  • implement c++ plugin-system
  • c++ cross-plattform joystick/Multi-HID Input tool (currently C# based)

Infrastructural changes:

  • hide internal resources from asset viewers
  • rethink project structures, im-/exporting and sharing content
  • lots of documentation - not just videos
  • example code for processing, arduino, openFrameworks
  • examples with WiiMote, Arduino, Gametrak, joystick
  • in-App help menu and knowledge base


What I WILL NOT be focusing in the foreseeable future:

(although happy to support anyone else taking a shot!)

  • no scripting language
  • no OpenGL 1.4 compatibility renderer
  • no triangulated mesh editing capabilities
  • no OBJ, DXF, JPG, insert-your-format-of-choice im-/exporter
Personal tools
Moviesandbox for UT2004