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.
Manipulator Gizmo in 3.x?
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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..=)
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.
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.
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.
Then Octane can compete with high end viz tools like VRED with ease.
viewtopic.php?f=33&t=44978&p=223767#p223767Goldorak 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=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,










I still feel teased.
Have you ever used the standalone version of your software, I do not think.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.
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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.
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.Syd_86 wrote:Have you ever used the standalone version of your software, I do not think.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.
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.
Here is my first manipulator implementation for AE plugin editor. It's very useful and effective.
download/file.php?id=51077&mode=view
download/file.php?id=51077&mode=view
Octane For Cinema 4D developer / 3d generalist
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