steama opened this issue on Jun 23, 2004 ยท 45 posts
EMC posted Thu, 24 June 2004 at 9:50 AM
I didn't say that the modeling room was useless, I said the animation room was. I find the modeling room very useful, and I have had people who use programs like 3d Studio Max comment on the fact that this one small interface concept is very, very nice. It allows you to separate logically different tasks. Why would you want to have all your other models around when you are edit one of them. This concept is easier for beginners to grasp too: I put together a scene in one place, I edit individual components in another. The modeling room is just a container for all tasks having to do with modeling. Adding more tabs to the top window, would just make the interface more confusing to the majority of people. I don't think the workspace should be spread across many specific "rooms". I do admit that the way these rooms are handled, however, could be better. What I could see is this: Lump the basic concepts: modeling, rendering, assembling, into these general categories. Then have sub categories under that: Modeling->Vertex, Modeling->Spline, Modeling->Tree, Modeling->Terrain... Have the ability in the assembling room to double click on any model and jump into its' native editing environment, and add the ability to select specific types of models to edit from the modeling "sub-rooms". That, I think, would be the most intelligent way of doing it. EMC