Tuesday, August 30, 2016

GUI stuff - using houdini as an example

* to check your directX version: START->dxdiag

his is Houdini's technical layout mode - its shows the features of a 3D interface
we may or may not want to use.


Major Sections shown here (note the interface is very customisable)

Top row: file menus through to help menu

Under this: shelves - basically shortcuts to commands like make a cube at the origin
shelves are grouped into like minded tools or tool all using the same tech like polygons or volumes

Left: tall list like view:
tree view - a scene hierarchy, clicking on a leaf or node in the tree is the same as selecting the graphical representation of an object in the viewport (see  below)

center: Viewport - where the openGL graphics is drawn representing the 3D scene
viewport top right yellow text: select camera to look through

TABS above openGL viewport"
#Scene view - currently displaying a single perspective view
can be split into four view like more CAD oriented software.

#Animation Editor - animation graph with 2D navigation (pan,zoom, zoom extends, frame, frame selected) and keyframing abilities

#render view, # Composite view, # motion FX view - beyond our scope

#Viewport left vertical ribbon: Mouse Selection Options
select objects, components, hierarchies with the mouse
select mouse modes (lasso, laser pointer, box-drag, circle-drag)
move, rotate, scale - I never use these, I use hot keys instead (Q,W,E,R)
adjust object pivot

Snaps (grid, curve, point etc)
render region - beyond our scope
inspect object properties by mouse over ?
flipbook/playblast animation

#lower Ribbon - Animation Controls - beyond our scope
animation playback,
timeslider
jogging controls - +1 single frame , minus 1 single frame
frame entry field
keyframe button
loop mode (play once, loop, ping pong)
audio
time global Settings ie playback rate in fps, min and max speed threshold

#Right Ribbon: Viewport Display Options - more suitable for us
show grid
lock camera to navigation
show lighting, texturing, ambient occlusion, realtime lighting level of accuracy
show points
show point normals
show point numbers
show primitive numbers
show primitive normals
show object names
show background image
show customized attributes

all this could really all be bundled into HUD (Heads up display) for us

# lower center: Python shell / Command feedback

# Top-Right: Node graph view - object level (this toggles to subobject level when required)
node hierarchy also shown here with node connections (wires)

# lower Right : Node Parameters
this is sensitive to which node is selected.
shows all relative information on a node:
Transforms, render settings
Shaders assigned
misc - including custom display color, icon scale etc.
*Any object hcan have custom data or meta data attached.
















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