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- Sep 22, 2018
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- 2008
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It has everything to do with user interface though and that's what I was talking about in the post you replied to.None of which has anything to do with the actual object editor.
You mean that thing with the huge white ball for uncontrolled and those narrow hard to miss circles for controlled rotation? And with those little triangles for uncontrolled moving that will send you build off to Davy Jones if you touch them? And those tiny resizing markers that are so close to each other on a small object it's very hard to hit the right one?The basic functionality of grabbing objects and points and moving them in three dimensions
I think I know what *I* was talking about.It has everything to do with user interface though and that's what I was talking about in the post you replied to.![]()
As opposed to the more typical sometimes-its-keys-and-sometimes-its-menus for choosing modes with basically no feedback as to what mode you're in and a dozen key combos to memorize instead of different handles?You mean that thing with the huge white ball for uncontrolled and those narrow hard to miss circles for controlled rotation? And with those little triangles for uncontrolled moving that will send you build off to Davy Jones if you touch them? And those tiny resizing markers that are so close to each other on a small object it's very hard to hit the right one?
I can't speak for maya, because I don't use it; but casting back my memory to Wings 3d, Milkshape and much more recently Blender [and back through two former UI iterations; but its not 'sometimes its keys and sometimes its menus'. Its, there are several different ways to do the same task, JUST LIKE IN 2D ART SOFTWARE. Because some people do better with shortcut keys and others prefer menus. The only problem I'm having with Blender now is, while it matches the standards for most other art programs, its not what I'm used to -for blender-. Still, its just a matter of getting used to that.I think I know what *I* was talking about.
As opposed to the more typical sometimes-its-keys-and-sometimes-its-menus for choosing modes with basically no feedback as to what mode you're in and a dozen key combos to memorize instead of different handles?
We can agree about that at least.The state of the art for 3d editing software is really appalling.
Definately!It means there isn't a critical mass of people with vr headsets yet to support a purely-vr platform.
They really need to resuscitate the VR view of SL.
I'm getting computer rage just thinking about them.You mean that thing with the huge white ball for uncontrolled and those narrow hard to miss circles for controlled rotation? And with those little triangles for uncontrolled moving that will send you build off to Davy Jones if you touch them? And those tiny resizing markers that are so close to each other on a small object it's very hard to hit the right one?

Menu accelerators and shortcuts goes back to the '80s, sure, but in most 3d programs even the menus require memorization because there's so many of them. Second Life on the other hand has a small set of modifiers, all in the same corner of the keyboard, that you're already familiar with because they're used throughout the UI, and there's immediate and easily learned feedback as to what the modifier you're using does and what the handles are and where they are.I can't speak for maya, because I don't use it; but casting back my memory to Wings 3d, Milkshape and much more recently Blender [and back through two former UI iterations; but its not 'sometimes its keys and sometimes its menus'. Its, there are several different ways to do the same task, JUST LIKE IN 2D ART SOFTWARE.
If you say so, but I personally cannot use the default LL viewer for SL, because I find it rubbish.Menu accelerators and shortcuts goes back to the '80s, sure, but in most 3d programs even the menus require memorization because there's so many of them. Second Life on the other hand has a small set of modifiers, all in the same corner of the keyboard, that you're already familiar with because they're used throughout the UI, and there's immediate and easily learned feedback as to what the modifier you're using does and what the handles are and where they are.
That's a bit of a nonsequiter, since I don't either and so far as I'm aware all viewers use the same object editor which hasn't changed substantially since 2005 at least.If you say so, but I personally cannot use the default LL viewer for SL, because I find it rubbish.