ToDo
From Moviesandbox
(Difference between revisions)
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* Kinect MoCap connection | * Kinect MoCap connection | ||
* video textures | * video textures | ||
- | + | * make bones not just rotate-able but also moveable! | |
<h3>Technical changes:</h3> | <h3>Technical changes:</h3> |
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