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What I am struggling with is your putting forward simplifying.
I don't quite follow. In Silo it is as easy as renaming a folder in Windows Explorer.
In Nvil I don't use the Scene Explorer. It in its current implemention indeed seems not straightforward enough for what I want from this program - I typically only have a few items on screen. I don't think it's a good idea anyway to build scenes with many parts and deep object-hierarchies in Nvil.
Also I mostly need polygroups because these groups are transferable to Zbrush.
To me the concept of context sensitivity is one of the most successful ways to make a Subdivision Modeller slim. It was me who suggested Istonia to organize menus in a way that entries are dependant ofthe currently active subobject mode.
So yes, I like that system - it might need an initial understanding but I find it a very powerful way of filtering.
At the beginning of the Voidworld development in the Polycount forums several (former)Silo users took part. Taking the striking simplicity of Silo as a template and improving on it for quite some posters was a driving idea.
Well, as far as I am concerned, object hierarchy could be removed and I could use poly groups instead. But as they must of been requested at some time, I would not ask for them to be removed.
Object hierarchies quite certainly are still in place because Voidworld long ago was planned as an animation package. Here all sorts of parenting and stuff makes sense, but now one actually would not need these features any more and it would be good to remove them.
The thread you mention over at Polycount, was this not mentioned in the 2+ years long thread?I ask because if it was, I would like to see the response from IStonia. If it was not, then why wait until now?
Starting to remove features after full release does appear strange to me. Such changes (IMHO) should really of been made in beta (pre full release).
Removing object hierarchy is not a simple task as I have mentioned before. It is part of the foundation.
Quote from: IStonia on March 20, 2013, 07:22:43 pmRemoving object hierarchy is not a simple task as I have mentioned before. It is part of the foundation.Yes I indeed remember you stating this before. My resulting question would be - how do you plan dealing with that topic in the long run? Will the underlying concept stay the way it is?
Thanks IStonia!Just to make sure: This means Nvil will for forseeable future have objects as well as meshes. Correct?
Does the underlying architecture also make two separate grouping features necessary? Would the architecture forbid having vertices, edges and polygons (or groups of such) listed ina common Scene Tree - as shown in my gif and video?