ToDo

From Moviesandbox

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This is the general Roadmap for Moviesandbox development.<br>
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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.
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Version 1400 is considered the final release right now. From then on, i'll be releasing updates more sporadically, depending on personal and community demand.<br>
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Once 1400 is reached i will be evaluating a port to the next iteration of the Unreal Engine.
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<h2>2000Beta </h2>
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<h2>Road to 1.0</h2>
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someone out there:
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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.
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* conversion to Linux
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* conversion to Mac
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<p>
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Chris:
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* Texture Compression
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* Texture Mip-Mapping
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* VideoTextures
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* mesh creation tools (extruder, box tool, etc...) from drawings
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</p>
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Friedrich:
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* mesh browser
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* skeletalmesh browser
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* COLLADA texture loading
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* COLLADA animation loading
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* Animation sequencer / editor / recorder
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* more node logic
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* ragdoll to animation conversion (or inverse kinematics solver)
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* drawings / mesh primitives saveable as COLLADA meshes
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version 2000 and up will be released as OpenSource software with its own renderer.
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<h3>Interface changes:</h3>
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----
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* grey-out all other objects but the currently selected drawing when in drawing mode
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* 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
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* support for middle-mouse button and scroll-wheel
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<h2>1400Beta goals</h2>
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<h3>Extended functionality:</h3>
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* bugfixes according to community support
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* add settings menu
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* easy import/export for Poses, characters, Props, etc. (e.g. no ini-editing)
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* add traditional menu-bar
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* stronger integration with C# toolsets
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* add orbit-functionality and other ways of navigation to scene view
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* DIY MoCap Tool Support
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* make curveable Grid and implement Grid-snap-to-view functionality
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* rotational objects and symmetrical drawing
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* pen-drawing (straight lines, polygonal lines)
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* brush draws primitives
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* custom brushes (particle chunks instead of individual particles)
 +
* copy paste selected particles
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* smoother drawing ( automatic closing of gaps)
 +
* cutting with planes (use grid to split things apart
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* auto-skin bones
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* push/pull particles for deformation
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* pre-fab skeletons
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* mix walk animations and IK
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* IK editor and 2D curve drawing
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* all properties timeline-able
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* save timeline state even if not turned into actions (for timeline-only setups)
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* maybe Undo/Redo in Action list (similar to photoshop)
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* export to movie
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* export to TGA sequence (alpha-as-depth and color, or multiple passes)
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* Kinect MoCap connection
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* video textures
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* make bones not just rotate-able but also moveable!
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<h2>things on the list</h2>
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<h3>Technical changes:</h3>
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* Automated VoxelPawn creation
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* easier custom shader integration
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* Animation Editor instead of just simple poses
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* integrate TouchOSC protocol
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* implementing a motion recorder for playback of recorded puppeteering
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* 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
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* make code more modular and easier to extend
 +
* implement c++ plugin-system
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* c++ cross-plattform joystick/Multi-HID Input tool (currently C# based)
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<h3>Infrastructural changes:</h3>
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* hide internal resources from asset viewers
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* rethink project structures, im-/exporting and sharing content
 +
* lots of documentation - not just videos
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* example code for processing, arduino, openFrameworks
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* examples with WiiMote, Arduino, Gametrak, joystick
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* in-App help menu and knowledge base
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<h2>What I ''WILL NOT'' be focusing in the foreseeable future:</h2>
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'''(although happy to support anyone else taking a shot!)'''
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* 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

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