Content Creation Improvement Informal User Group/Archive/August 14th, 2012 Meeting
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15:06 | Geenz Spad | well get started, so any interesting things people want to bring up? |
15:07 | JIRAs, ideas regarding content creation, etc... | |
if not, we'll move on to the UI discussion | ||
15:08 | Trinity Dejavu | Nothing that isnt better suited to the pathfinding ug ㋡ |
Geenz Spad | haha | |
15:09 | so last week, I believe we left off with Kadah and I discussing possible ways we could approach the building UI, and this week I believe Trinity has a few ideas to bring to the table on the subject | |
15:10 | now for anyone who isn't aware, the build UI we currently have has gotten fairly cramped over the 9 years we've had it | |
localizations actually break in some cases, and daring to add anything new to it can be a bit of a nightmare | ||
15:12 | so ideas and feedback on the issue are most certainly appreciated | |
15:13 | sachi Vixen | I don't know if this is particularly relevant so forgive me if it isn't but when the new viewers came in there were certain changes to the way things happen in appearance that made creation for people who make a lot of skins or clothing that way into a bit of a nightmare. |
15:14 | More clicks to do things etc is there anyway that process can be simplified again? | |
Trinity Dejavu | Yeah the build floater is 10 years of packing packing and squeezing and jamming more and more and more into that one floater, that was never really a great idea in the first place. if anyonehas tried to edit the XUI for that you will know exactly what I mean. I'm not really thinking about the UI for editing an avatar ir making a clothing layer which could certainly do with some love | |
sachi Vixen | It's little things but I'm sure there are a lot of us who would appreciate those clicks being gone | |
Geenz Spad | sachi: we'll get to that if we have time, okay? | |
15:15 | if not today, then next week | |
sachi Vixen | Thank you Geenz | |
15:16 | Trinity Dejavu | There are basically two different use cases for content creation UI and I think it's time to separate them |
the needs of a user who is moving a couch, or rezzing a car, or editing a hat are very different from the needs of the person making that item in the first place | ||
15:17 | sachi Vixen | That's very true Trinity but the problem is often if you don't these things for hours, there often isn't an understanding of peoples needs. |
15:18 | Trinity Dejavu | basically what we have been tossing back and forth between kitty and myself is breaking the tools into two parts. Something for the consumer thats easy, clean, simple and painless. and then something for the builder who wants all the bells and whistles |
sachi Vixen | Like the changes I mentioned, you can tell whoever did those has never stood in appearance for a few hours making skins. | |
Trinity Dejavu | thats not true | |
15:19 | sachi Vixen | what isn't true? |
15:20 | Geenz Spad | I'm assuming you're speaking amongst the people who designed the current appearance UI sachi? |
sachi Vixen | yes Geenz, its just apparent with some changes to how you work that the people who made those changes have never spent time working in that way | |
Trinity Dejavu | they took the V1 UI designed to fill a need by an engineer and jammed it in a tall slim sidebar form factor, it. other stuff then got redesigned following guidelines .. to make a shirt you do a, b , c d and so on. It just happened that the method the v2 sidebar based UI was based off doesnt match how the few hardcore creators used those tools | |
15:22 | which kind of comes back to breaking things down into consumer/casual and expert level tools. | |
[noctis.mesh leather wingback chair (13p, 9 pe) whispers [noctis] MESH leather wingback chair (13p, 9 PE) whispers] |
(⇞PgUp or ⇟ PgDn ) change your pose. Touch for menu. | |
15:23 | Trinity Dejavu | no |
15:24 | Geenz Spad | it may be a good idea to break it down to "how simple do we make operation X" |
and if Oz is saying anything, I think he'll need to move closer :p | ||
Trinity Dejavu | the simple edit tool set would be persistent between both | |
15:25 | sachi Vixen | Breaking it down might mean a much much simpler UI for new users and I think that would seriously help retention. I've seen a lot of newbies come and go over my years in Sl and I know many get frustrated by the complexity of SL at the beginning |
15:26 | Geenz Spad | so I'm guessing something like, simple edit tools to advanced properties (think for setting flexi params)? |
do I have the right idea here? | ||
[noctis.mesh leather wingback chair (13p, 9 pe) whispers [noctis] MESH leather wingback chair (13p, 9 PE) whispers] |
(⇞PgUp or ⇟ PgDn ) change your pose. Touch for menu. | |
15:27 | Typhaon Nishi | what would the expert/advanced tools entail? |
Trinity Dejavu | simple case, I want to move a chair in my home. I dont want to see a full on build floater. I want something very very minimal. say a single tool bar that folds up from the bottom of the screen | |
15:28 | just enough to grab the item, move it on the XY and rotate it on the Z. | |
the user has no need to see its name or description or properties or numbers or contents | ||
15:29 | Geenz Spad | so kinda like a toolbar? |
Trinity Dejavu | at most , yes | |
Geenz Spad | well the idea does sound kinda interesting | |
Trinity Dejavu | simple obvious tools that might be more akin to a video game | |
15:30 | Nal | A right-click with a MOVE in the popup and then show handles on the object... |
Geenz Spad | so how about, say, applying a simple texture to an object? | |
Trinity Dejavu | well, once you're texturing then you step up to expert | |
I dont want there to be any fuzzy middle ground | ||
Helpless | drag-and-drop from inventory if you're doing it for a picture frame in someone's home :o | |
15:31 | Nal | Your getting into building, to do textures you have find or upload them, that seems like a big step up from simple controls |
Typhaon Nishi | I think the line thats been drawn is a user / creator line | |
Trinity Dejavu | you're either using or making. one is no skill, the other requires all the same skills you need now | |
15:32 | Kadah | For code refactoring simplicity (since the viewer currently assumes only one instance of any form of build tools floater/panel/UI, we could do something where the same floater covers both usages by being expandable to show the rest of the "advanced" build tools. (Similar to this https://dl.dropbox.com/u/26299591/samples/build_floaters3.png) |
sachi Vixen | I think that would be a very interesting direction to go in | |
Trinity Dejavu | I hate build tools in a flaoter. period | |
Geenz Spad | so, we're going more into a full blown "UI" than a floater, thus far the idea is pretty interesting | |
Typhaon Nishi | so what you're saying is you have your basic menu intended for users and then a sort of advanced menu for builders | |
15:33 | Helpless | even the collapsed one there is horribly overcomplicated for anyone trying to move a couch or fit an attachment |
Typhaon Nishi | I think for a basic menu that could even be too much | |
15:34 | 11 tick boxes | |
Trinity Dejavu | could then have a side bar for the full toolset | |
Kadah | I would hate build tools not being a floater. Often I find that I don't need it on screen for a lot of building and minimize it so I'm just in "build mode". Docked panels or toolbars would only cause my workspace to be permanently smaller. | |
Geenz Spad | from the sounds of it, it's not really a "basic menu", more like a full blown UI of basic functionality that persists across both user level things and expert level operations, am I correct Trinity? | |
15:35 | Trinity Dejavu | yes. you have no editing at all. the basic toolset and then basic + advanced |
15:36 | Geenz Spad | Kadah: is there any ways you could think of that the impact you've mentioned could be mitigated using Trinity's idea? |
Kadah | Well, what would a basic "move my furniture" UI actually need for a UI? Doesn't all the overlayed movement controls on the obejct server all the basic move, rotate and scale functions without needing an UI? | |
15:37 | Trinity Dejavu | yes, but it requires keyboard shortcuts |
basic user - point and click friendly | ||
Kadah | What is Trinity's? I missed most of it. | |
15:38 | Trinity Dejavu | 2 modes for editing. basic and basic + advanced. basic is tailored for consumers specifically. very simple editing tools that are more video game in design than 3D modelling |
15:39 | Kadah | (Also, I'm partly distracted atm writing a GUI frontend app for semi-automated disc duplication. :p) |
Trinity Dejavu | say a tool bar that folds up from the bottom of the screen, half an inch on screen tops | |
15:40 | Kadah | Define what "more video game in design than 3D modelling" means? I've seen many different ways that is done in video games. |
15:41 | And most of the ones I've used use ONLY keyboard shortcuts for mode changing and an aim vector in 1st person viewer | |
Trinity Dejavu | point and click friendly, visual | |
Geenz Spad | I'm assuming that what Trinity's talking about is what amounts to a simple toolbar that has all of the basic functions someone needs to place something | |
Trinity Dejavu | exactly | |
15:42 | Geenz Spad | "need to place something? well here's your position, rotation, and scale; now go nuts!" |
Kadah | What would these basic functions be? So far it seems that its just mode changing | |
Trinity Dejavu | place a couch. I need to be able to see it, I need to be able to move it on the XY and rotate it on the Z. and that's the lot | |
15:43 | Helpless | right now with the build floater, the most user-friendly pieces of the UI are useless because they represent the different tools rather than the different actions most users perform (move, rotate, resize)... instead those are text options amidst what is to most user gibberish and scary |
Geenz Spad | (also, I apologize if I'm slightly less responsive; getting last weeks logs sorted out while I have a bit of time to do so) | |
Trinity Dejavu | yeah. you should not be able to break your object using the basic tools | |
15:44 | Kadah | Break meaning no edit linked? Right |
Trinity Dejavu | why would a consumer need to edit linked? | |
Geenz Spad | well, how about we define what tools we should have in this basic toolset; position, rotation, and scale thus far, how about numerical inputs? | |
Kadah | Excatly | |
15:45 | Trinity Dejavu | numerical inputs are probably to techie |
Kadah | I'd at least have numerical readout of the current position, which I think v3 has already on screen | |
Geenz Spad | should we keep those away? or should we devise some sort of simple way of doing this (such as Maya and Max's little numerical input fields) | |
sachi Vixen | Light, I think its important to have a simple light button with a lightbulb and some presets to introduce people to setting their own light in SL. It's shocking the number of people who still don't understand how | |
Trinity Dejavu | the numbers get shown top of screen, that's more information than you need | |
define setting your own light | ||
15:46 | Kadah | "My face light isn't bright enough." |
sachi Vixen | Just simple front page access to light presets | |
Helpless | and for resizing I would add a slider for size as well... one reason resize scripts still get put into stuff is because it's just easier to understand +5%% than the precision dragging of the resize handle | |
15:47 | sachi Vixen | Its a bit obscure for new users to change default light atm, a simple button and a preset drop down would be a great intro |
Kadah | A resize slider is a bit of a technical challenge | |
Geenz Spad | hm | |
15:48 | Kadah | Since minimum size isn't obvious. |
Geenz Spad | there may be a way that we can sort that one out | |
Kadah | And with the 64m max, the default slider scale would be pretty wild | |
15:49 | Trinity Dejavu | bounding box and corner handles are probably more then enough |
defaults to stretch all sides | ||
and keeps the bottom of the bounding box Z pos fixed | ||
Helpless | problem with those handles is that if you get near the edge of the screen, the camera rotates and your resize flies into extremes :p | |
Trinity Dejavu | so when I drag rezise my couch, I dont end up with a floaty couch | |
15:50 | Helpless | same with the position arrows for that matter :o |
Kadah | If you slider control is, say, 250px wide, 1px of movement could be over a quarter meter change. | |
Trinity Dejavu | combination 3D UI for move XY and rot Z - does not allow any other rotation or movement would be nice too | |
15:51 | Geenz Spad | heh, where this is going, let's throw the position/scale/rotation gizmos in with this little redesign while we're at it :p |
(kidding of course, but who knows!) | ||
Trinity Dejavu | 3d gizmos are great | |
Geenz Spad | personally I love how they went about it in the newer versions of the Unreal Editor | |
15:52 | position, scale, and rotation all in one (or not if you don't want it) | |
Typhaon Nishi | how do you switch between them in unreal editor? | |
Trinity Dejavu | crud .. cant rez here | |
Typhaon Nishi | when you say theyre all in one | |
Trinity Dejavu | wouldn't it be an idea if you could rez at a CC UG :P | |
15:53 | Geenz Spad | Oz, can you enable rezzing temporarily? |
Typhaon Nishi | I think if there is going to be a revamp in the move control, can there be something to prevent objects from "pinging off" | |
15:54 | Oz Linden | done |
what is "pinging off" ? | ||
Trinity Dejavu | thats a couch or similar furniture item .. imagination required | |
15:55 | Typhaon Nishi | its happend a few times before, you move something with the gizmo and all of a sudden it "pings" off into the distance |
Helpless | that's because you got too close to the edge of the screen :o | |
Typhaon Nishi | yeah | |
Geenz Spad | ah, I appear to be mistaken! the object gizmo in UDK hasn't changed much, but I did find something handy for rotation: http://udk.com/elements/img/clip_image008_0003.jpg | |
15:56 | Nal | I think 'pinging off' is when moving something toward the end of the visible area near the end of move snap marks it rockets away. |
Typhaon Nishi | yeah | |
I know why it happens | ||
15:57 | Trinity Dejavu | a tool like that as a really obvious first choice |
Kadah | What determins the corners to touch? | |
15:58 | Trinity Dejavu | move it, drag resize and rotate. its also visually familar with the exiting tools |
bounding box | ||
Kadah | Keep in mind that the BB on linksets with sculpts or mesh can be far larger than the apparent size of the object. | |
15:59 | Trinity Dejavu | the intent is a tool for domestic personal items |
add in a button to position the camer automatically | ||
Kadah | Which often are poorly made sculpts or mesh :p | |
16:00 | Geenz Spad | alright, well, I think this discussion is headed in an interesting direction |
16:01 | Trinity Dejavu | you cant factor in everything with a simple toolset, and well, it if means creators have to pay a bit more attention then it's no bad thing |
Kadah | Would the rotate ring be around the obejct? | |
16:02 | Trinity Dejavu | yeah |
Kadah | That could be an issue for large things like landscaping or buildings | |
Trinity Dejavu | as long as there is a button to move the cam to a position that you can see all the controls + a margin | |
Kadah | Oblong objects would be odd as well | |
Geenz Spad | hm | |
16:03 | Kadah | Imagine having something around that size |
And brb | ||
Geenz Spad | well, we could go on for hours on this, but how about we form a little working group here if no one's opposed to that? | |
Trinity Dejavu | yeah, well its not like 3D widgets are hard to mock up | |
16:06 | Geenz Spad | the reason for a having a working group would mostly be to discuss and work on this beyond the constraints that we have for the meeting we have every week, this way we can use the meetings more to present what work's been done during the rest of the week |
what do you think Trinity? | ||
16:07 | Trinity Dejavu | that would be great, especially if there was somewhere we can leave the results out |
16:08 | Geenz Spad | well, there is the sandbox in Hippo Hollow |
not unless someone can come up with a better place | ||
Trinity Dejavu | that works | |
Geenz Spad | alright | |
16:09 | sachi: would you like to discuss the appearance editing issues you have now, or would you rather bring it up next week when we'll have more time? | |
Kadah | I've got a permanent build platform at my sim :p | |
16:10 | sachi Vixen | I can give you a quick idea if you think its helpful |
Geenz Spad | we have 5 minutes left, so it's up to you | |
Kadah | Is someone talking in voice? | |
Geenz Spad | and I'm fine with where ever Kadah, discuss it with Trinity and Kitty as well though | |
16:11 | Trinity Dejavu | prefer a public place and hippo seems ideal |
sachi Vixen | Basically when you are amking something like skin yu need to change a lot of head textures, the body usually stays the same. In the old 1.23 you could go into appearance, stay there, change the head, save, change the head, save. | |
Kadah | Hippo Hallow is likely better, fewer random body parts laying around there :p | |
Geenz Spad | alrighty then | |
16:12 | I suppose that makes Oz the guy to talk to if you're not a part of the open source contributor's group already | |
sachi Vixen | Now every time you save you are thrown out of the window, you have to reopen, reopen the texture box and start again. I can't tell you how annoying this is then you have to do 48 heads and I know a lot of designers of texture clothing also find this not a fun new feature. | |
We do get carpal tunnel injuries as it is fromt his kind of work and the extra clicking is just unfortunate. | ||
16:13 | Geenz Spad | so would I be correct in assuming that you'd like to have the ability to keep the skin and clothing editors open after saving something? |
is that the basic gist of it? | ||
Typhaon Nishi | maybe cliking some kind of preview button perhaps? | |
which updates the texture | ||
sachi Vixen | oh yes please Geenz | |
Geenz Spad | alright, something to look into | |
sachi Vixen | want to keep it all open, save, do another one and so on | |
16:14 | Kadah | Doesnt it already have that, but its not labeled clearly? |
Oz Linden | separate Save & Close ? | |
sachi Vixen | It used to be that way and its just not a happy change | |
Trinity Dejavu | well at it's simplest thats just a button if you can write up *exactly* what you want to see different | |
Kadah | Save and not close. | |
Geenz Spad | a separate button maybe Oz? | |
Kadah | I haven't actually used V3 to edit appearance or a skin ever. | |
16:15 | sachi Vixen | It used to be that using save as worked, but I find this is no longer the case int he newer viewers |
Oz Linden | maybe... would have to look at the specific screens involved | |
Geenz Spad | alright then | |
well, on that note, how about we wrap up? | ||
sachi Vixen | Thanks
[16:15] KadahKadah has not heard any prase for the v2/3 appearance UI. | |
Kadah | Lottas complaints though. | |
16:16 | Geenz Spad | thanks everyone for coming out today, seems like we got some stuff done, which is great! |