can we have an option to never show HUD handles

   3593   28   3
User Avatar
Staff
445 posts
Joined: Feb. 2018
Offline
quack_
mabelzile
quack_
another little bug I noticed that may or may not be related is this:

you can make the hud handle not appear for a certain node by quickly selecting another node.
in my case there is a small but noticeable delay when selecting a node before the hud handles appear.

steps to reproduce:

enter show handle mode (enter)
select node A (grid)
in the small delay it takes the handle to appear, quickly box select another node B (poly extrude)
before the handle for node B appears, quickly select node A again

the handle for node A will now never show up while you have that node selected

this hasn't caused the fully cursed state so far but may be related to the original bug since I do have a habit of spamming box selections around nodes while working and this seems to cause something going wrong with the handles

Thank you
Which build version are you using ?

apologies, forgot to mention.

20.5.312

dxdiag attached
I cannot repro (Windows), the HUDs always get displayed in my test when (quickly) selecting the nodes. I've seen the TAB out issue in the past, I believed the problem was showing up with the polyextrude and/or edit nodes but I can't repro the issue either. Please file a bug if you managed to repro the problem consistently.
RGaal
For the staff.
Guys, one of the reasons why HUDs are of little use is that using shift for a small step does not work on sliders, there is not enough precision, and scrolling with the mouse wheel does not change the numbers in the input field. So for accurate changes it is more convenient to go to the parameters and adjust there.

And by the way, it would be much more convenient than any HUD for everything to change the numbers with the mouse wheel in the drop-down list (0.001 - 100). So often you just need to add/reduce one step at some level, but carefully moving the mouse a little for this is already inconvenient and stressful.

Thanks. I filed an RFE to change the HUD slider value with the mouse wheel, similar to what we have with the parameter editor. sliders.
User Avatar
Member
143 posts
Joined: June 2024
Offline
Hooray, guys! The HUD has become a little useful in 321! Now the mouse wheel in the numbers window changes tenths, Shift + wheel - hundredths and Ctrl + wheel - thousandths! Excellent!
Thanks, mabelzile, this is just an amazing speed of improvements! Let's like it, guys, don't be lazy, applause to the developers for caring about our convenience!
And now let me talk a little about the remaining shortcomings.
1) The sliders are still useless, they just take up space, I would prefer to remove them. Shift and Ctrl do not work on the sliders, so their "precision" makes them useless and clutters the screen. Try to make a polyexestrude and adjust something with a slider - it's pointless. I can adjust the mouse wheel much faster and much more accurately. Sliders are not needed in this form.
2) The traditional lack of unification of the interface, shocking beginners. Ctrl + wheel on the slider in the parameters shifts by 0.1, on the slider in the viewport - nothing. Ctrl on the number in the parameters shifts the whole number, in the viewport shifts the thousandth part.
Personally, I am not afraid of this, but for beginners......
In any case, for adjusting the numbers with the wheel - a huge thank you!
If you also pushed the change of numbers with the wheel in the drop-down list 0.0001 - 100, which is used in all inputs - that would be just super!
Edited by RGaal - Aug. 9, 2024 03:54:47
User Avatar
Member
539 posts
Joined: Aug. 2019
Offline
Sliders' behaviors should be match up the sliders in parameter pane by default. Unless the user choose s otherwise.
User Avatar
Staff
445 posts
Joined: Feb. 2018
Offline
RGaal
Hooray, guys! The HUD has become a little useful in 321! Now the mouse wheel in the numbers window changes tenths, Shift + wheel - hundredths and Ctrl + wheel - thousandths! Excellent!
Thanks, mabelzile, this is just an amazing speed of improvements! Let's like it, guys, don't be lazy, applause to the developers for caring about our convenience!
And now let me talk a little about the remaining shortcomings.
1) The sliders are still useless, they just take up space, I would prefer to remove them. Shift and Ctrl do not work on the sliders, so their "precision" makes them useless and clutters the screen. Try to make a polyexestrude and adjust something with a slider - it's pointless. I can adjust the mouse wheel much faster and much more accurately. Sliders are not needed in this form.
2) The traditional lack of unification of the interface, shocking beginners. Ctrl + wheel on the slider in the parameters shifts by 0.1, on the slider in the viewport - nothing. Ctrl on the number in the parameters shifts the whole number, in the viewport shifts the thousandth part.
Personally, I am not afraid of this, but for beginners......
In any case, for adjusting the numbers with the wheel - a huge thank you!
If you also pushed the change of numbers with the wheel in the drop-down list 0.0001 - 100, which is used in all inputs - that would be just super!
1) The sliders will stay but we could have a preference to hide them
2) Yea CTRL-Wheel could increment the value by 1. CTRL+SHIFT+wheel could be used to increment by 0.00
Edited by mabelzile - Aug. 9, 2024 09:36:28
User Avatar
Member
143 posts
Joined: June 2024
Offline
If we are talking about parameters, then unfortunately ctrl shift = just shift = 0.01. You can't shift the wheel by 0.001 in the parameters. I check on polyextruder.
In the viewport Ctrl + wheel shifts by 0.001 and that's what you need! Very often you need a fine adjustment of the inset and 0.01 is a rough step.
User Avatar
Member
143 posts
Joined: June 2024
Offline
Great, now in the HUD numbers we can adjust the wheel plus the modifier key 4 characters - from 1 to 0.001. This is very, very pleasing! Thank you, mabelzile!
However, I will inform you that in the settings panel, Ctrl + Shift + Wheel still does not work. There, as before, the adjustment is only up to 0.01.
Also for information, the sliders in the viewport react to the wheel and modifiers and move, but the objects themselves in the viewport do not react to this in any way.
User Avatar
Member
111 posts
Joined: Jan. 2018
Offline
WOW that was QUICK

SideFX have really great reputation and true respect in whole idustry. They are really listerning to users! Ive heard so many times when studios were in middle of project and some unexpected changes come from client, deadline was near and when some troubbles showed SideFX always was willing to help and fix potential issues. Thats why people are not afraid of using new tools that are in alpha or beta stage becouse they know of great support!

Even "small" individual artist can count on SideFX This good reputation was earned by years and years of hard work. I really appriciate it. Houdini FTW!

Now knowing that SideFX is listerning my 2 cents about HUDs. Not about that exist now but about next gen.

Artists, animators and riggers have to create own HUDs by using 3D elements like bazier splines and nulls then use custom scripts to program their behaviour (fe. Limitations in movement) and finally connect animation output to animated thing in bidirectional way.

IT IS ALL SOOO time consuming and not flexible. Basicly pain in ass in production circumstances. I was seeking for improvements in those HUDs for AGES. In any 3D app... And dever foud dedicated framework for it.

I hoped that mayby in Houdini it can be solved somehow? Fe. By using nodes for programig own sliders and behaviours of premade 2D elements that sit on top of 3d viewport space. Basicly creating own UI that is fast, responsive and can work on top of 3d viewport in order to drive animation.

Something that is not hard coded, premade slider that are copy of parameters pane. But one way more customizable. Where you can use own bitmaps, vector (SVG) files etc. More controll over HUDs UI basicly by using new cool nodes for it i hope its clear what i mean. Something that offer artist premade blocks (nodes) so he/she can easilly create own UI that drives animation of face or other elements of chatacter.

Ideally that you can take snapshpt of that HUD state and store it in pose library! So HUDs are sort of proxy animation holders.

Second very important point is that artist very often use WACOM PENS. So i hope its pen friendly

Pen is great for motion capture. Fe. You connect jaw movement to up and down slider, and eye blink to left and rigt slider. HIT RECORD. Move and animate 2 face expreśions just by moving hand with pen. If animation dont "work" just press record again. Untill its done. Or you can add adjustment animation layers and stuct them. All using motion capture from hand.

Its way better workflow then working with curves from beginning becouse you can feel it.

But for this 2 things must be present in 3D app. First changes to HUD slider must be recorded separatly. Not executing whole node tree that will always lag animation.

Second some kind of realtime visial feedback while RECORD is ON so animator can feel it. It could be simple color changes for example.

So. I hope for next gen HUDs that are Motion Capture friendly (store animations themselves without executing whole node tree. And when recording is over then update animation curves down the node stream)

Are easy to customize. Mayby with tabs/folders on screen so you can quicly switch betwean collection of HUDs (animation detailed workspaces) or turn off or on your HUD groups when needed.

Biggest pain when animating is sorting and tidening all those damn data.
Ah, that made me think if its possible to quicly show selected animation curve in editor when HUD slider is selected? (Isolate) That would be also Quality of Life improvement. Mayby even showing selected animation curve diractly in viewport? With nice anialised line and big easy to select bazier handles? Wko knows.. mayby its the way to "buy" animators by SideFX? Just making great UI for them?

I hope that makes sense
Edited by oldteapot7 - Aug. 10, 2024 11:05:02

Attachments:
HUD.jpg (463.0 KB)

User Avatar
Staff
445 posts
Joined: Feb. 2018
Offline
RGaal
the settings panel, Ctrl + Shift + Wheel still does not work
the settings panel, Ctrl + Shift + Wheel still does not work
What do you mean by setting panel, parameter editor ?

Also for information, the sliders in the viewport react to the wheel and modifiers and move, but the objects themselves in the viewport do not react to this in any way.
Works for me on Windows, are you on Linux ?
User Avatar
Member
143 posts
Joined: June 2024
Offline
mabelzile
What do you mean by setting panel, parameter editor ?
Yes, the parameter editor.
This is a low priority, I just wanted to remind you while it's still fresh.
In the video, I do Ctrl+Shift+Wheel in the viewport (I get 0.001) and in the parameters, there is 0.01.
And then I spin the wheel and Ctrl+Wheel on the slider. The slider moves, there is no reaction. The reaction appears if you click on the slider. Clicking in the viewport does not give a reaction or resets the slider.
Yes, it's windows 11.
Edited by RGaal - Aug. 10, 2024 11:58:35

Attachments:
bandicam 2024-08-10 18-47-17-097.mp4 (2.0 MB)

  • Quick Links