To Boldly Go
To Boldly Go
Well, not really. Just bringing together a few simple elements. Could be much more developed but just having a bit of fun at this stage.
Even with fairly simple elements the final project is quite complicated - admittedly, not using sub-scenes as much as I could. Found I was using scale/transform/rotate in that order for most elements. It would save quite a lot of project real estate if those operations could be combined into a single node and a simple colour control integrated into all nodes.
Also, type-on effect for the text would have improved the code effect. Randomised letter/digit spinning would have also been useful. Strange how I'm still compelled to skeuomorph green CRT for a modern starfleet Constitution class ship.
Music: https://www.youtube.com/watch?v=9138Ppy-Htw
LCARS image template: https://throughthepanes.wordpress.com/2 ... ce-update/
Ship models: http://www.trekmeshes.ch/
Code: OpenGL from Shadertoy (but which one?)
To Boldly Go Again...
Even with fairly simple elements the final project is quite complicated - admittedly, not using sub-scenes as much as I could. Found I was using scale/transform/rotate in that order for most elements. It would save quite a lot of project real estate if those operations could be combined into a single node and a simple colour control integrated into all nodes.
Also, type-on effect for the text would have improved the code effect. Randomised letter/digit spinning would have also been useful. Strange how I'm still compelled to skeuomorph green CRT for a modern starfleet Constitution class ship.
Music: https://www.youtube.com/watch?v=9138Ppy-Htw
LCARS image template: https://throughthepanes.wordpress.com/2 ... ce-update/
Ship models: http://www.trekmeshes.ch/
Code: OpenGL from Shadertoy (but which one?)
To Boldly Go Again...
Re: To Boldly Go
Very cool! Love it.
It's the same concept as 2 + 3 * 5 = 17, but (2 + 3) * 5 = 25. Not equal, in other words. The only difference is the order of operations.
The reason I haven't done this is the concept of "order of operations". Everything would be forced into one specific and perhaps undesirable order if all operations were combined into one module. For example, scale->translate is different than translate->scale, and rotate->translate is different than translate->rotate, etc., etc. I suppose the most common sequence would be scale->rotate->translate, but that's just a guess.Found I was using scale/transform/rotate in that order for most elements. It would save quite a lot of project real estate if those operations could be combined into a single node
It's the same concept as 2 + 3 * 5 = 17, but (2 + 3) * 5 = 25. Not equal, in other words. The only difference is the order of operations.
Yes those things would be nice, though admittedly not at the top of the priority list right nowAlso, type-on effect for the text would have improved the code effect. Randomised letter/digit spinning would have also been useful. Strange how I'm still compelled to skeuomorph green CRT for a modern starfleet Constitution class ship.
Re: To Boldly Go
Absolutely - on the order of operations. I've taken advantage, and been tripped up, by transform ordering and, now you mention it, I can see the rationale for maintaining separated operations.
But, for the sake of real-estate, perhaps then consider the suggestion to more neatly stack modules, having connectors somehow connect vertically. Also separately, allow annotation to persist even when the module is minimised. Finally, what about the idea of duplicating the currently selected module in a side panel where all parameters are fully expanded. This would allow one to peek inside a minimised module with minimised parameters quickly.
But, for the sake of real-estate, perhaps then consider the suggestion to more neatly stack modules, having connectors somehow connect vertically. Also separately, allow annotation to persist even when the module is minimised. Finally, what about the idea of duplicating the currently selected module in a side panel where all parameters are fully expanded. This would allow one to peek inside a minimised module with minimised parameters quickly.
-
- Posts: 717
- Joined: Sun Sep 14, 2014 8:15 am
- Location: UK
- Contact:
Re: To Boldly Go
I've asked for this before - it would be extremely helpful when space is limited.Sadler wrote:... allow annotation to persist even when the module is minimised...
or perhaps a long press on the module could make it expand. Then no need to look aside.Sadler wrote:...duplicating the currently selected module in a side panel ... allow one to peek inside a minimised module with minimised parameters quickly
Re: To Boldly Go
Perhaps...but I can see two disadvantages. The point of looking to the side is so not to disrupt the flow of a minimised layout. A long press is time consuming and not much different from expanding a module (assuming all the params are already rolled down and that editing is available).or perhaps a long press on the module could make it expand. Then no need to look aside.
Expanding a module to the side would be quick, persistent, focused and non-disruptive allowing a performer to jam with a module in a live situation. I know MV isn't trying to emulate every software out there but I believe this is how TouchDesigner deals with module parameters.
Re: To Boldly Go
This Pixar video explains order of transformations visually (from about 1 minute in). From Khan Academy's Pixar in a Box lesson.Everything would be forced into one specific and perhaps undesirable order if all operations were combined into one module.
Re: To Boldly Go
This wouldn't really save real estate though, it would just change how the connectors look, right?But, for the sake of real-estate, perhaps then consider the suggestion to more neatly stack modules, having connectors somehow connect vertically
Yes, on my list already.Also separately, allow annotation to persist even when the module is minimised.
I understand that it would be non-disruptive to a minimized layout, but would it really save time? Pressing the "+" button to expand the module is pretty quick, definitely persistent, and unarguably focusedExpanding a module to the side would be quick, persistent, focused and non-disruptive allowing a performer to jam with a module in a live situation.
The real advantage would be if I ever implement zooming out, so that you could edit modules without zooming back in. That's probably the point at which I'd consider something like what you're proposing.
Re: To Boldly Go
RE: vertical connectors: Yes, it would just change how they look. I would add to that, that when connectors get very short the arrow could be removed altogether. Another idea: how about snapping modules together, a la Scratch. Then we could have combined transform nodes (or any nodes) while still having control over order.
By "saving time" I was referring to the long press mentioned by Terry. You're right, the plus button is quick (but also a bit disruptive to beautiful node layouts).
I agree that it would make even more sense to have active module parameters replicated when zooming comes to MV. But it would also help with those FFGLs and IFSs that have a ton of parameters.
By "saving time" I was referring to the long press mentioned by Terry. You're right, the plus button is quick (but also a bit disruptive to beautiful node layouts).
I agree that it would make even more sense to have active module parameters replicated when zooming comes to MV. But it would also help with those FFGLs and IFSs that have a ton of parameters.
Re: To Boldly Go
Ok, makes sense .
I like that Scratch concept. Very interesting.
I like that Scratch concept. Very interesting.
Re: To Boldly Go
Added another video in first post, just for fun.
Re: To Boldly Go
haha love it! seriously fun video
-
- Posts: 717
- Joined: Sun Sep 14, 2014 8:15 am
- Location: UK
- Contact:
Re: To Boldly Go
Love it
A great start to my day - can't stop smiling. Thanks!
A great start to my day - can't stop smiling. Thanks!