Softimage Garage | BforArtistsXT

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FXDude
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Softimage Garage | BforArtistsXT

Post by FXDude » 04 Feb 2020, 02:55

 
About::
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Blender for Artist XT started as an initiative to introduce in Blender certain advantages that the Softimage interaction model provide(d)
while at the same time creating an easy path to Blender for anyone having already used XSI,
perhaps in the same way that the ‘Industry Standard’ keymap included in Blender eases adoption for Maya users,
but while also introducing a number changes which may also appeal to professionals in general, and new users alike.
   ( not just Softimage artists )

This was done by directly changing UI element/layouts ( python file based ) ,
customising user-interaction ( using Blender’s very editable user interaction model ),
and/or by integrating certain addon features into the general interface.

It also comes bundled with other addons (as-is) for node based procedural modeling & animation and/or for productiivity.
BforArtists XT -- README.pdf
( this PDF is also in the root of the install folder )

Image

            BforArtistsXT 0.1.zip    (~180 Mb)

~o) 3:-O :ymcowboy:

Update1::
- Self extrating archive is now a plain zip,
- the splash screen was repositioned & updated with a newer version (with more credits),
- and the PDF had some unrecognized characters.

Update2::
- Titles for all bottom pane panes,
- Enabled 'Modifier Tools' addon for freezing objects    (by Meta Androcto & saidenka, part of Blender standard distro),
- added MaxSubdivs in viewport toobar + UI Tweaks

 
BforArtistsXT-0.1_update3.zip
- Output Summary fixes and changes
- Bottom and Property Pane Tabs
- UV editor hotkeys & toolbar tools
- Comp Backdrop toolbar tools


BforArtistsXT-0.1-u4.zip
- stuff : ) ( see latest/last post :) )
- Install u3 first which includes all previous
Last edited by FXDude on 29 May 2020, 11:46, edited 16 times in total.

MKXSI
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Re: Softimage Garage | BforArtistsXT

Post by MKXSI » 04 Feb 2020, 09:21

WOOT? Awesome!

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Draise
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Re: Softimage Garage | BforArtistsXT

Post by Draise » 04 Feb 2020, 13:07

Huh! Some of these changes are pretty good. Mind if I actually post this back to the devs of BFA so some of these changes actually make it into the master of Bforartists? I'm pretty close to the lead dev.
I'd probably have to propose some things point by point.

I love Bforartists, it has made me hopeful about Blender without needing to touch it.

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FXDude
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Re: Softimage Garage | BforArtistsXT

Post by FXDude » 04 Feb 2020, 23:35

Hi Draise! no problem at all! would be delighted if some of these things made it to the main BforA branch!

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Draise
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Re: Softimage Garage | BforArtistsXT

Post by Draise » 06 Feb 2020, 14:04

Oh awesome! I'll be pending on the code release you'll do so I know how to pitch the feature patches to merge better. I really like the quick 4 view saver. We had a view saver in Bforartists 1, but it broke in 2.8+ builds.

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FXDude
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Re: Softimage Garage | BforArtistsXT

Post by FXDude » 06 Feb 2020, 23:54

hi, ok, ... and the link is now live! ( in the first post )

__________________________________________________________________________
Also here is the shown Lambo scene  ( a relit/reshaded version of a model from blendswap )
    Lambo_v23.blend

It's very much a WIP, like the comp that renders all scenes has sampling issues..

So until fixed, render embedded scenes individually.

The beauty is Evee at 10% more rez than 1080p, ( 6 seconds per frame )
for a bit of overscan to allow cropping out occasional screen-space bleeding at frame edges in post.

and utility AOV's is the Cycles scene ( 10 sec render per frame )
which renders at 2x rez so that any single-sample AOV would be slightly antialiased upon downsizing,
and the low samples (for AO) is okay once downsized in comp.

If you plan on using the Cycles AO channel in your comp package (slightly better), you should turn Off the AO in Evee before render.


cheers!

🍒🥝🍇🍉🐵

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FXDude
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Re: Softimage Garage | BforArtistsXT

Post by FXDude » 12 Feb 2020, 17:51

Update 2

Image

   - Also while testing, the node based modeling addons were disabled and are now re-enabled. (just forgot to re-enable before publish)

The link in the first post is updated,
or if you already downloaded any previous version,
   - the following zip is the changed files only, which you can drop it's contained folder over the program folder of the same name.
     ( will overwrite specific files at various levels of sub folders )

   BforArtitsXT01-Update2.zip   ( ~3 Mb, the bulk of that is the updated splash screen image and launcher from Update1 )

Cheers, and let me know if encountering issues and/or things. :)
 
 

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Re: Softimage Garage | BforArtistsXT

Post by Draise » 26 Feb 2020, 00:16

I've had a quick whirl. Just curious, do you host your fork source on Github also? I'm just wondering how I'm going to propose and splice back some of your suggestions into the master.

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FXDude
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Re: Softimage Garage | BforArtistsXT

Post by FXDude » 01 Mar 2020, 22:23

Draise wrote: 26 Feb 2020, 00:16 I've had a quick whirl. Just curious, do you host your fork source on Github also? I'm just wondering how I'm going to propose and splice back some of your suggestions into the master.
Hi Draise, I've already transplanted the changes twice since 2.80, and I'm in the process of doing it again for the next major 0.3 increment based on in BforA 0.9 -- Blender2.83 (skipping XT 0.2).

Otherwise another XT Update (0.1 update 3) will come before then (a little later)

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wireframex
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Re: Softimage Garage | BforArtistsXT

Post by wireframex » 02 Mar 2020, 12:26

Awesome FXDude !!!
Maybe its time to upgrade .... for free ;)
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

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FXDude
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Re: Softimage Garage | BforArtistsXT

Post by FXDude » 07 Mar 2020, 00:20

 
      BforArtistsXT-0.1_update3.zip

Drop the "BforArtistsXT 0.1" folder on top of your existing installation folder of the same name (replaces various files in different folders)

Changes ::
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______
Scene Output Summary
     Image

-- Removed the 'Current Active Scene' reference, (also being in the UI's topbar).

Unified Samples setting referenced the wrong (Branched) sampling value setting of cycles.

Also now, when Cycles is set to 'Branched' pathtracing,
the Sampling value dissapears (in the summary).
then only editable in main scene render settings with other sampling settings.


-- The 'Preview' button started renders in a hidden view
(didnt open the image/render viewer in a pane)
So now opens render viewer in a workspace pane
(whichever is the largest pane, same as regular menu Preview Current Frame)

-- Just besides the 'Render ... ' button opening the 'loom' render dialog,
is another button, being the regular blender Render button
( for skipping rendered frames, and supports auto-path creation if output folder don't exist)



Quickswitch Pane Tabs
____________
-- Added oneclick jump to common bottom panes, and property views (like 'tabs')

     

-- The bottom pane views have a second level of 'tabs' available in the main 'tabs'
( in any view suitable as a bottom pane. )

Note that when launching a preview render,
the image/render viewer that is braught-up is the last active one,
and the UV editor being the same viewer as the image viewer (with minor differences)
renders will popup in the UV editor if it was the last activated image viewer.

I think this was overlooked because the UV and IMAGE editor panes looked the same.
(maybe also because they -are- the same)


-- For the property pane tabs, apart from re-ordering of tabs,
when selecting different element types, any available 'tab' always appears in the same spot.

Making it easier to track what properties are available or not,
or how available properties change between different element types.
(the original tab column would collapse the space of unavailable tabs, then shuffling other tab icon positions.)

This also yet further eases immediate tab identification
(along with, and just above the text titles)

Separated in 2 switchable sections:: Scene, & Object properties.

Also good for shorter height property panes
(without requireing vertically scolling tab icons)

The regular vertical tab bar is still accessible (little side arrow)
and is where the first 'Active Tool' tab remains accessible,
( not included in the new top tab bar )



___
Viewport ToolSettings bar

Image

The viewport's secondary 'Tool Settings' bar was moved to the top of viewports,
with the memo view array placed in it.

and Object / Edit Mode indicator/selector is back in the viewport taking memoview's place.


_____________
Compositor now has a backdrop viewer transform tools in the header

     Image


_____________
UV Editor
now has a 'Status message'
indicating to select some or all subcomponents if none selected (by pressing 'T')

     
     ( see in full screen )


By default in blender, all subcomponents are selected unless you deselected them all the last time in edit mode.

If so, (if none selected) press ctrl-A


-- Having not adressed the UV editor until now,
The X,C,V, and T, M hotkeys now work for UV points

Changed UV Element Colors (tags ... wireframes)

-- UV Tweak mode (M click-drag points) wasn't tweaking
not just the hotkey but the toolbar tool itself.

-- Added UV mesh display Outline dropdown and proportional editing button in the toolbar.
Proportional editing field now has 2 decimal places for yet smaller (sub 0.1) ranges.
( use Shift-clickDrag the number field to level smaller range values)


________
Included but disabled WonderMesh
This addon adds parametric primitives when enabled.

In 'Add' menu, and primitive settings are in Mesh Properties, not in Modifiers.

it's disabled by default, because it will dismiss any edits you make to the mesh altogether as soon as any change to the source happens.

it can still be useful if you want to enable it, for sources of parametric meshes to be processed with modifiers...

Otherwise for procedural modeling(even just for parametric subdivisions),
Sorcar does a good job, it has it's own primitives that you can procedurally subdivide
or you can input meshes from the scene.

All modifiers are there (including for SubD),
and you can transform points based on stored manual selections at any place in the node tree,
you can tweak the earliest settings (like topology changes) while looking at the end result,
and while it's not quite for animation (yet)... it's still super for specific models.

Otherwise regular (destructive) mesh edits remains fine for most things.

I have yet to figure-out how to transform subcomponents along their local axies (I might be missing something?),
otherwise alot of that can at least be covered by modeling ops like 'shrink/flatten' to locally push in-or-out selected subcomponents,
or like 'extrude region' to duplicate and translate/scale-out polys based on normals axies.
_________________________________
Next version will be in 2.83,
it's taking longer to transpose than the last time I did it because there's quite a bit more stuff,
and I'm trying to find ways to automate this so that it's not as much of a big deal each time there's a new version out.


anyhoo, let me know if something is missing otherwise Stay tuned!
Last edited by FXDude on 29 May 2020, 09:20, edited 1 time in total.

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Draise
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Re: Softimage Garage | BforArtistsXT

Post by Draise » 07 Mar 2020, 12:54

Nice. Again... just curious, are you hosting this somewhere to access the code to compile it and see what's changed behind the scenes? is this also on Github? I can't really propose much to the Bforartists master if there are any changes to the C code.... or are you doing everything with Python on the surface level?

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FXDude
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Re: Softimage Garage | BforArtistsXT

Post by FXDude » 07 Mar 2020, 13:44

Hi Draise, indeed it's all external python file edits, I use a resource editor to swap the icon in the exe.

BforA 0.9 came out like a day or 2 after the new Blender version was out,
would you know methods or tricks that could help accellerate this process?

Cheers

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wireframex
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Re: Softimage Garage | BforArtistsXT

Post by wireframex » 08 Mar 2020, 12:30

FXDude > Just try BforA it is just amazing the work you have made !!!
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

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Draise
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Re: Softimage Garage | BforArtistsXT

Post by Draise » 13 Mar 2020, 17:57

Aha, started giving it a whirl and looking into the code. There are quite a bit of changes across the board, including a number of new documents for the UI. I'll have to really dig deep to then start merging some ideas to the master. I like what you did to the View Panel for the camera so far. I noticed there are lot of new files also, yet some of the code isn't in the standard that it should be, so it might take a bit longer to merge as things get tided up (eg, new classes are declared properly). But it's a nice source to start. Thanks for sharing this and doing this. It would be awesome to have you as part of the team in the Bforartists tracker officially, maybe I can talk the lead dev to include XSImod theme by Pierre and the keymap and some code you have here, and some concepts you've introduced and made better - but not all (some are redundant changes which might, by concept, not be merged in out of design direction in BFA). I know it might be slower developing, but the code might be better documented and tidier - and then go into the distributable of Bforartists as an installer each release cycle (which is relatively in line with Blender's release cycle). I'll keep on eye on what you're doing!

Nice work on the camera management system you've improved, for sure. And the wireframe toggle, that's very nice.

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Draise
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Re: Softimage Garage | BforArtistsXT

Post by Draise » 13 Mar 2020, 18:00

FXDude wrote: 07 Mar 2020, 13:44 BforA 0.9 came out like a day or 2 after the new Blender version was out,
would you know methods or tricks that could help accellerate this process?

Cheers
Usually the merge happens weekly, on Sundays - but sometimes there are merge hiccups. Like right now, Blender 2.81a came out, but it also had 21 thousand lines of code in the Grease Pencil refactor come in and started producing bugs, stopping the merging process, this delays things and requires some manual labour to fix. I guess getting into the Bforartists tracker and becoming a dev may speed things up when Blender merge bugs pop up.
Eg: https://github.com/Bforartists/Bforartists/issues/1412

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