- Tue Dec 06, 2005 5:41 pm
#94320
Well, RC2 still is buggy, but I can clearly see how it is now possible to create a much better workflow between SWX and MR than it was in the beta.
Some things strike me as important workflow-wise now that I've tried to take a full design from SWX "from scratch":
1. The plugin creates one material per object in the model, so when I open the .mxs in Studio I have a gazillion materials named default_material_0_123123123_123123123 or similar. Not fun. The plugin needs to check each new material it wants to create againt the ones already created, and use to old one if it has the exact same set of parameters. Then I can go into Studio, rename the material to something sensible and update all bodies simultaneously.
2. Hierarchy is not preserved. When I get to studio I have about 200 objects called ExtrudeNnn or FilletNnn or SweepNnn in a big mess. Not very navigateable. I certainly hope the .mxs database has a possibility to store object hierarchy, otherwise it's a bit of an "Ouch"...
3. (This is a Studio issue nothing to do with SWX actually
) When I select an object in the 3D Viewport the Object List window needs to scroll to make that object visible, now I find myself scrolling through 10 pages in the list looking for that highlighted object...
4. I kind of wonder if there has been any thought given to updates? Because of SWX:s retarded texture management I see myself not using the plugin material assignments much, rather just tossing the model over to studio and do all material and camera work there. So when the model is updated, the new version needs to be able to pick up materials, cameras and mappings from the old .mxs. I know this is a complicated process to do well. I'm just mentioning it at this stage, I can provide lots of thinking on how to make it as smooth as possible if you want....
So all in all, lots of possibilities to create an awesome environment, but for the moment not very smooth.
/j
Some things strike me as important workflow-wise now that I've tried to take a full design from SWX "from scratch":
1. The plugin creates one material per object in the model, so when I open the .mxs in Studio I have a gazillion materials named default_material_0_123123123_123123123 or similar. Not fun. The plugin needs to check each new material it wants to create againt the ones already created, and use to old one if it has the exact same set of parameters. Then I can go into Studio, rename the material to something sensible and update all bodies simultaneously.
2. Hierarchy is not preserved. When I get to studio I have about 200 objects called ExtrudeNnn or FilletNnn or SweepNnn in a big mess. Not very navigateable. I certainly hope the .mxs database has a possibility to store object hierarchy, otherwise it's a bit of an "Ouch"...
3. (This is a Studio issue nothing to do with SWX actually
4. I kind of wonder if there has been any thought given to updates? Because of SWX:s retarded texture management I see myself not using the plugin material assignments much, rather just tossing the model over to studio and do all material and camera work there. So when the model is updated, the new version needs to be able to pick up materials, cameras and mappings from the old .mxs. I know this is a complicated process to do well. I'm just mentioning it at this stage, I can provide lots of thinking on how to make it as smooth as possible if you want....
So all in all, lots of possibilities to create an awesome environment, but for the moment not very smooth.
/j


