News from the front
Posted: Thu Sep 21, 2006 12:14 am
Well, bit of a dramatic title. All it means is that I've been doing some animation in Moho and these are my impression of what's lacking. And before anybody tries to get smart with me, I was animating in Moho, not AS pro. Both are pretty much the same at the moment, so this list is still valid. Seeing that Anime studio now has nearly unlimited development resources (joking! joking!), I didn't feel like holding back:
- Make the bone-lock work. Don't like them dancing feet, unless I ask for it.
- Expand the possibilities of the swatches. Add a "real" colour swatch, colour-wheel, sliders (RGBa, HSBa). Maybe under tabs?
- Allow for colour picking anywhere, any layer. Even a window from another application.
- Allow for drag and drop of colours between colour-wells and colour-swatches
- Allow for selecting of layers visually on the canvas. Maybe with a hot-key?
- Allow for multiple selections with the shape selection tool. I Wouldn't mind being able to colour a few shapes in one go.
- Allow for multiple selections of layers. With the possibility of changing any common parameter (eg. transforms, opacity, masking...) or dragging multiple layers into a group layer.
- Creating groups of points is a good idea, but implementation feels a bit anaemic at the moment. When I push the "create" button, an error appears: "to create a group, you must first name it". How about replacing that error message with an input field to name the group? Much more productive, no? Plenty of tools can create selections, but only the selection tool can create groups. This feels a bit inconsistent.
- Allow for creating groups of bones so you can easily select all bones in the arm, hand...
- Why not groups in fills/strokes?
- You know the contextual menu in the timeline? How about if you add an item called "Add Keyframe to >" with a sub-menu that shows all the available groups (points, bones, fills). So you can freeze certain parts of an actor (say all the bones in the arm) easily
- Add a key-stroke to create keyframes in all the channels of the current selection. If nothing is selected, add keyframes to all. Maybe reduce the amount of keyframes it would create by only adding keyframes to channels that have been made visible in the timeline settings. This would effectively allow you to freeze the pose of your character in one keystroke. K is still available I think.
- Allow for onion-skinning the bones, with an option of only seeing the bones.
- Allow for colouring the bones. Add "auto colour" function where bones get alternate colours as they are being created.
- How about a click and drag way of working for the bone parenting tool? Click on the child, drag to the parent. The arrow follows dynamically. The tool as it is at the moment doesn't really flow.
- Allow the IK tool to go beyond bones with multiple bones attached to them.
- Let the render panel remember the name of the last render. Add an auto-numbering feature. Specially nice when constantly creating test quicktimes.
- Auto numbering feature for saving project.
- Copy and paste between timelines, opening multiple project to allow copy and paste between them
- The whole idea of the offset bone for rigging is interesting, but ultimately confusing. Once rigged, you can't see your character anymore. Specially if you want to do something to the vector-layers inside the rig. You can't see them in context anymore.
- Make the bone-lock work. Don't like them dancing feet, unless I ask for it.
- Expand the possibilities of the swatches. Add a "real" colour swatch, colour-wheel, sliders (RGBa, HSBa). Maybe under tabs?
- Allow for colour picking anywhere, any layer. Even a window from another application.
- Allow for drag and drop of colours between colour-wells and colour-swatches
- Allow for selecting of layers visually on the canvas. Maybe with a hot-key?
- Allow for multiple selections with the shape selection tool. I Wouldn't mind being able to colour a few shapes in one go.
- Allow for multiple selections of layers. With the possibility of changing any common parameter (eg. transforms, opacity, masking...) or dragging multiple layers into a group layer.
- Creating groups of points is a good idea, but implementation feels a bit anaemic at the moment. When I push the "create" button, an error appears: "to create a group, you must first name it". How about replacing that error message with an input field to name the group? Much more productive, no? Plenty of tools can create selections, but only the selection tool can create groups. This feels a bit inconsistent.
- Allow for creating groups of bones so you can easily select all bones in the arm, hand...
- Why not groups in fills/strokes?
- You know the contextual menu in the timeline? How about if you add an item called "Add Keyframe to >" with a sub-menu that shows all the available groups (points, bones, fills). So you can freeze certain parts of an actor (say all the bones in the arm) easily
- Add a key-stroke to create keyframes in all the channels of the current selection. If nothing is selected, add keyframes to all. Maybe reduce the amount of keyframes it would create by only adding keyframes to channels that have been made visible in the timeline settings. This would effectively allow you to freeze the pose of your character in one keystroke. K is still available I think.
- Allow for onion-skinning the bones, with an option of only seeing the bones.
- Allow for colouring the bones. Add "auto colour" function where bones get alternate colours as they are being created.
- How about a click and drag way of working for the bone parenting tool? Click on the child, drag to the parent. The arrow follows dynamically. The tool as it is at the moment doesn't really flow.
- Allow the IK tool to go beyond bones with multiple bones attached to them.
- Let the render panel remember the name of the last render. Add an auto-numbering feature. Specially nice when constantly creating test quicktimes.
- Auto numbering feature for saving project.
- Copy and paste between timelines, opening multiple project to allow copy and paste between them
- The whole idea of the offset bone for rigging is interesting, but ultimately confusing. Once rigged, you can't see your character anymore. Specially if you want to do something to the vector-layers inside the rig. You can't see them in context anymore.