It's very organized now!
Also, the primitives menu was becoming too large.
Sexy. I like what I see. Great job optigon.
Hey. Simplifying the Simple interface - just how far can you go ?
A thought which I'm sure has been thought of: Should/could the polyhedra primatives block be combined in the same manner as Planes?
(11-18-2012 12:15 PM)greytery Wrote: [ -> ]A thought which I'm sure has been thought of: Should/could the polyhedra primatives block be combined in the same manner as Planes?
Actually didn't occur to me.
Makes sense

The context sensitive menu was somewhat usable, but this definitely improves on it. A step in the right direction.
I dont know if it is possible (and reasonable) to implement the following, but i'll suggest this.
Imo Wings ever had an unconfortable way to position created stuff in workspace: all the objects are created at the center of viewport and, if user didnt repositioned them they will ever be created one over/inside the existant ones. There are many ways to reposition them: by hand, Put On, Bouding Box, Absolute Commands.
My suggestion is to implement in the new Preview Dialogs an "advanced" session (+ sign) to allow the user to position the new primitive in viewport (x/y/z coordinates). This would be imo basically the Absolute Move dialog options. User could interactively position the new primitive, since the visual feedback is instantaneous.
In addiction, i ask your permission to suggest an option to be ticked for the user and that would position the new primitive in the present saved Bounding Box.
I think this is a great oportunity to solve this old unconfortable aspect of Wings and allow the user to choice where he wants to position a new primitive at the moment of its creation.
Thanks for the chance of suggest this.
@Fonte
while I can understand the frustration sometimes had by objects being created within other objects, I don't really see this proposed ability has being all that beneficial.
At least from an organic modelling point of view I hardly ever have to absolutely position any newly created objects. There is usually a lot of prop work going on early in the modelling stage, especially if you are only positioning primitives and the like.
As an example, if I am creating eyeballs for a character, there is almost no way for me to tell where I will need them, at least, to such a degree that I would need to manually enter coordinates for them.
I will however give a 'plus 1' for creating primitives within a predefined bounding box, I can see this being handy especially if you have the situation set up pre primitive.
One situation I could see hindering the creation of new primitives is if you are already working on a model and as you create a new primitive the old model is, visually, in the way of the preview process. Unless optigon has already dealt with this, I would suggest temporarily isolating the new primitive as being the only thing viewable on screen, until it is formally created.
<< I would suggest temporarily isolating the new primitive as being the only thing viewable on screen, until it is formally created >>
In the case Optigon implements the "absolute move" (and duplicates) session in the new primitive preview dialog, then i cant agree: for mechanic/arquitect purposes, it would be useful to visualize all the elements in scene.
If not, your suggestion would be a way to avoid new primitives being occlused by existant scene geometry.
Fair enough. I certainly can't speak from any kind of mechanical or architectural standpoint, so your opinion definitely takes precedence here.
