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Feedback Schlonzo #246

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fleischverpackung opened this issue Jan 13, 2023 · 2 comments
Open

Feedback Schlonzo #246

fleischverpackung opened this issue Jan 13, 2023 · 2 comments

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@fleischverpackung
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fleischverpackung commented Jan 13, 2023

Interface

Feels intuitive to use. Its Behaviour is similar to what I expected from working in adobe CS.
Clicks go through multiple canvases when layered above each other.

Connecting regions to keyframes

What felt the most complicated was going through all keyframes and regions to see what was connected to where. A more precise representation of which input is used where in the timeline would be great, like functions in the gamma editor. It could also be colour coded, or the input variable appears in the dynamic timeline parts.

New keyframe and setting its length

I did not understand that you could pull out the keyframe length from beneath the dot. Visualizing when hovering over the area that can be pulled could help communicate this functionality.

Setting inputs to keyframes

The keyframe input variable is buried in the menu. A less click-intensive place to edit it would be nice. A central location where all incoming inputs are listed could also be helpful.

Touchy

Great to have that kind of input-agnostic multitouch engine!
Simple velocity behaviour would be excellent. Combined with borders around the canvas to keep objects from drifting out.

@natan-sinigaglia
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natan-sinigaglia commented Jan 15, 2023

Interface
Do you refer to opening the popup windows? it's fair to say that the integration of ImGui and skia is still a work in progress, so expect better event management there ;)

Connecting regions to keyframes
since there's no way to interact with the visual aspect of vl interface (for now) (eg. highlighting pins), we can just rely on kairos UI to enhance this aspect.
I just added some text to show the input pin name on every keyframe that is connected to one.

New keyframe and setting its length
I slightly changed the hovering behavior. let's see if it gets better

Setting inputs to keyframes
for now we are relying exclusively on the generic object editor to generate the inspector for keyframes.
two things:

  • soon we'll be able to use attributes to customize the view of the models, meaning exposing relevant things and hiding others.
  • at some point it will make sense to create a custom editor for those very common models like the keyframe. these custom editors will be designed to best represent these common objects and facilitate operating with them

Touchy

Simple velocity behaviour would be excellent. Combined with borders around the canvas to keep objects from drifting out.

velocity? can you elaborate on this?
Do you mean smoothing the dragging of the objects? @fleischverpackung

@fleischverpackung
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fleischverpackung commented Jan 16, 2023

Interface
The inspector is also draggable as default. I dragged the inspector and the time window above the timeline.

Connecting regions to keyframes
When I lay out the pins, it keeps the pin names for known datatypes but not for the LayerX datatype. It would help if those kept the pin naming instead me having to type them manually. I understand all this is gamma related.

LayerX
As I understand the region provides the seed for my function, starting with zero at the keyframe. Anything out of bounds can be interpolated. It could be useful to be able to set this time manually or use the global time as a seed for my functions. I was thinking about the following use case: I want to crop audio; I input an audio wave as spread through layer X into the timeline and then use the keyframe to select a part of it.

Touchy
Canvas bounds would be great, to avoid dragging objects out of the visible space. Simple drag and velocity settings would make it feel more physical. These are just fx, but it would make for a much more impressive demo. I had to think of Microdee's notui implementation for beta. @natan-sinigaglia

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