General UI suggestions and features

Hi!

Just bought the software today and it’s been really helpful so far. Working with new software there’s always the issues with new UI’s. Working with software’s like Zbrush I’m used to unique UI’s but I would prefer it to be a “standard” one if possible. With the case of Wrap, I have a few suggestions shown in this image and with a bit more descriptive/detailed text below:

http://www.badrobots.se/mw/Wrap2.jpg

File

  • Open Project (contains paths to load all models and setting)
  • Load Target (highpoly)
  • Load Source (lowpoly)
  • Load Control Points (for all models)
  • Save as Project (saves all models and setting)
  • Save Project
  • Save Control Points (for all models)
  • Save Source Texture
    – More file formats.
    — TIF
    — TGA
    — JPG
    — PNG
    — BMP
    — EXR
    — etc.

Edit

  • Undo
  • Redo
  • Preferences
    – Navigation (viewport navigation)
    Maya
    3DSMax
    Zbrush
    XSI
    – Hotkeys
    — Frame model (F)
    — Open Project (Ctrl + O)
    — Load Target (Ctrl + T)
    — Load Source (Ctrl + L)
    — Load Control Points (Ctrl + P)
    — Save as Project (Ctrl + Shift + P)
    — Save Project (Ctrl + Shift + S)
    — Save Control Points (Ctrl + Shift + P)
    — Save Source Texture (Ctrl + Shift + T)

    Alignment
  • Simple (quick)
  • Advanced (Registration)

Transfer

  • Load Target Texture (highpoly)
  • Load Source Texture (lowpoly)
  • Transfer Texture (Options becomes visible in settings box)
    – Texture size
    – Edge Dialation (padding)
    – Load Cage (disables distance)
    – Limit Distance

Morpher

  • Store Morph
  • Apply Morph
  • Auto Apply Morph
  • Display Morhp Data

View

  • Source
    – Wireframe + Shaded
    – Textured + Shaded
    – Textured
    – Shaded
  • Target
    – Wireframe + Shaded
    – Textured + Shaded
    – Textured
    – Shaded
  • Polycount
  • Heat Map (stretching shown on final source model compared to original)

About

  • Help
  • License

As I’ve seen in other posts, it would be nice to have a Brush-tool with feature close to the ones in Topogun for example.

http://www.badrobots.se/mw/brush.jpg

Also have the possibility to do individual vertex adjustments within Wrap. Not creating new polygons. Simply move vertices that weren’t aligned properly to were you want want them. Otherwise you will need to do this in another software like Topogun anyways.

Hey Chris!

Thank you for such a wonderful feedback! I wish all the feedback would be like this one.

It makes a lot of sense and I completely agree with all the points:

  • viewport grid
  • mesh info
  • heat map
  • top menu
  • brush tool
  • morphing

Some of elements are quite time consuming to implement but definitely going to add them all.

Thank you! I’m infinitely grateful to you!

Hope you all don’t mind me adding on to this thread. Chris has some excellent ideas and I can’t wait to see them implemented, particularly the morphing.

Here’s my two cents on what I’d like to see in future updates…

Generalities

  • tooltips while hovering over menus attributes and buttons
  • Shading hotkeys (might be tricky making the different windows active + a hotkey?) for example:
    -CTRL+w wireframe on current render type
    -5 shaded
    -6 textured on shaded
    -7 just textured

Registration

  • show/hide control points in registration view
  • save states for registration (for if you like the registration OK but would like to try one more pass on it) I would suspect save projects would also save this information.
  • save control points even after leaving registration. Currently if I leave registration and go back I have to set everything up again.

Free Polygons

  • Grow/shrink selection
  • lasso tool
  • rename selection

Select control points

  • Would be good to place a control point on any area of the face, not just the vertex ( I mentioned this in another thread but would be a nice addition so worth mentioning again ;))
  • Move control points after placement
  • auto detect points (I think this is happening already and I can’t wait!)

Brush

  • view textures with some nice transparency so you can see both the texture on the low res mesh and the high res mesh (depth peeling?) Would also be cool if you could do high level manipulations on high and low model texture to help see registration points between the two. Maybe invert of one of the textures or change the intensity level ?
  • undo brush with intensity - similar to setting a morph and using the morph brush to go back to the original state in Zbrush
  • hotkeys
    -hold b and LMB drag to adjust size (you could do something similar for projection intensity too but what you have is great as is)
    -brush types - relax and move are the 2 that stick out but you could do shortcuts for all 4
    -hold SHIFT with LMB stroke for relax
    -w to switch to move

That’s it for tonight. Thanks Andrew for such an awesome software package. I played with the update tonight an I’m stoked about the brushes and the texture transfer. You rock man, keep it up!

Hey! Thank you VERY MUCH for these suggestions. They all make a lot of sense!

Chris has some excellent ideas and I can't wait to see them implemented, particularly the morphing.

Sure, in next release we will work a lot on batch processing of blendshapes (morph targets) including automatic point detection etc. This feature seems very important and critical to me. Please forgive me if we give lower priority to small features like hotkeys and navigation and sometimes we just do not have much time to add it to current release as our team is very small. Anyway i keep them in mind and will implement it as soon as it possible!

Thank you again!

Those are indeed very good suggestions..but i’d like to point that IMHO, navigation options (max, maya etc) should be at the top of the list..its a bit frustrating and time consuming when we have to memorize navigation of every program..

How is the dev of 2.4 coming along?

Nildo

Got it! Thank you!

We are very close to release now. I really hope you guys will enjoy it. I will get back to you very soon! :slight_smile: