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FFGL categorisation

Suggestions for new features for Magic.
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Sadler
Posts: 1143
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

FFGL categorisation

Post by Sadler »

FFGL falls into a number of categories, for example: source, effect, transition. Could these categories be used in the Add Node menu?
magic_visuals_node_menu.png
magic_visuals_node_menu.png (157.21 KiB) Viewed 4887 times
Unwieldy FFGL selection.

Eventually, assuming the number of FFGLs and built-in nodes will grow, I think a modal (perhaps docked) node selector with search and management facilities included would be a better way than a right click menu.
Magic
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Joined: Wed Apr 09, 2014 9:28 pm

Re: FFGL categorisation

Post by Magic »

Yes, perhaps more intelligent sorting/searching is necessary. However, even with sorting by source, effect, and transition, the list will probably still be too big.

For this reason, when Magic scans the "Additional Module Folders" list, it does so recursively, and the folder hierarchy is retained when building the menus. In other words, a submenu is added for each subfolder.

So, my personal strategy is to only have one folder specified in the list; and inside that folder, I copied my various module groups into further subfolders.

This way you can totally customize how the "Add" menu looks.

Helpful?
Sadler
Posts: 1143
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: FFGL categorisation

Post by Sadler »

Yes, very helpful. Thanks.

I've just tested this with Resolume and nothing is broken - thank you.
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