Manipulator Gizmo in 3.x?

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

At last year GTC presentation the upcoming features of Octane 3 were announced, and among them there was one that has been requested countless times: Manipulator Gizmo for Move, Rotate and Scale. Now, it might seems like a minor feature or a useless one for the ones that use the Plugins for C4D, Maya, Max, etc., but for the lame folks like me that use the standalone, it's a must have feature, and we still have no sign of it.

So, my question is: can we expect to see that feature in the Octane 3.0 version, releasing on May 15th? Or is it something that has been pushed down the line of 3.x or even 3.1?

I know everyone (including me) is waiting for ORC, but this one feature is equally important (at least to me).

Goldorak, any info about it?

Thanks.
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

have to agree with Rikk, that having gizmo would be nice in a way..-simple but usefull feature that would be used by most for sure. I'd love to seee it one day (not a priority, but..=)
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

We tried to fit this in 3.0 with the amazing work Joan is doing using the script nodes (more on that in tomorrow's talk) but hit a few walls that need the native C API for plugins in 3.1.

It's a high priority for us. We'd like to see standalone use these tools to become a more powerful VR and scene composition system.
User avatar
Refracty
Licensed Customer
Posts: 1599
Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
Contact:

It makes much sense to have Gizmos. But also consider a keyable animation system and variants / variant sets.
Then Octane can compete with high end viz tools like VRED with ease.
User avatar
Syd_86
Licensed Customer
Posts: 120
Joined: Tue Oct 01, 2013 11:38 am

Goldorak wrote:We tried to fit this in 3.0 with the amazing work Joan is doing using the script nodes (more on that in tomorrow's talk) but hit a few walls that need the native C API for plugins in 3.1.

It's a high priority for us. We'd like to see standalone use these tools to become a more powerful VR and scene composition system.
viewtopic.php?f=33&t=44978&p=223767#p223767
viewtopic.php?f=9&t=50115&p=248722#p248722
....and there are many more ....

Do not put, he does not care, or did not write 1,000 times is we are doing. It is in the roadmap for years.
I do not care who expects this basic function. You do not realize how absurd such a program without Gizmo.
Software to render 3D models, but can not be rotated or moved. As the 100% other 3D graphics software. Here you write the absurd really cool features and the base still is not done.
As I imagined this Gizmo will continue to be a fj. People pay to use your software, do not make promises you then put off for years.
It's funny, :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
I still feel teased.
User avatar
Syd_86
Licensed Customer
Posts: 120
Joined: Tue Oct 01, 2013 11:38 am

Goldorak wrote:We tried to fit this in 3.0 with the amazing work Joan is doing using the script nodes (more on that in tomorrow's talk) but hit a few walls that need the native C API for plugins in 3.1.

It's a high priority for us. We'd like to see standalone use these tools to become a more powerful VR and scene composition system.
Have you ever used the standalone version of your software, I do not think.
itsallgoode9
Licensed Customer
Posts: 894
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

not having a gizmo is like trying to use a computer without a mouse, or drive a car without a steering wheel. I honestly can't believe that we are still talking about this.
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

Syd_86 wrote:
Goldorak wrote:We tried to fit this in 3.0 with the amazing work Joan is doing using the script nodes (more on that in tomorrow's talk) but hit a few walls that need the native C API for plugins in 3.1.

It's a high priority for us. We'd like to see standalone use these tools to become a more powerful VR and scene composition system.
Have you ever used the standalone version of your software, I do not think.
I use it every day and I love the standalone tool and want it to grow more capable (I use MAX, but much happier doing scene editting in SE). But keep in mind that 90% of users do not touch SE at all, and do everything through the plug-ins.

It's taken some time, but we now have a small but growing team at OTOY dedicated to working on extensions to the SE for authoring and scene editing.

Part of this work is also preparing how SE will be implemented with OctaneEngine coming out the same time as 3.1 (which is also foundation for Octane 4 next year), since the new API is a network stream, not a library or binary.

To that end, we are 50% done rebuilding the entire SE UX in HTML5 which will connect to OctaneEngine and give you the same experience as the app today, but much more flexible. We are adding this in ORC web desktop to allow you edit an ocs in the browser without need to run all of Octane.
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

The Standalone is far more powerful!
It ables you to manage complex scenes, with infinite combinations.
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Here is my first manipulator implementation for AE plugin editor. It's very useful and effective.
download/file.php?id=51077&mode=view
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Post Reply

Return to “Development Build Releases”