Editing Framework updateMarch 18, 2017 posted by: robotanton
Pointmovers of vvvv!
The Editors got some new features.
Stepping through the points via Keyboard
- Q - next point
- Shift+Q - previous one
- Space - select point
- W - switch between Controls of a Knot (in a Bezier Editor).
Marquee selection in a Bezier Editor
- If Points are getting selected, Controls are ignored.
- Press F - to Force selection, it allows to mix the selection of Points and Controls.
Support for DX11 The Editors by itself are graphics-engine-independent, but their points, lines and handles must be rendered. From now on there are DX11 Views for every Editor.
- PointEditor (2d)node
- BezierEditor (2d)node
- BezierPatchEditor (2d)node
- PointEditor (3d)node
- BezierEditor (3d)node
- BezierPatchEditor (3d)node
- MeshEditor (3d)node
Available in latest Alpha builds.
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just had a go with it, and it looks amazingly useful. I want to pre-define a camera path in-scene.
Unfortunately it becomes close to unusable, if your spline is not within a small range.
if you try this in the dx11 BezierEditorView help patch, and scroll out a little, you will see that marking points is still ok, but moving them is hardly possible at all.
changing pick size does not improve the situation. manually changing Axis size could help, but really doesn’t
confirmed. The problem is that Editing Framework is still missing the real Gizmo for Transformations in 3d. We’re working on it. Will let you know when the Gizmo arrives.
so, there is a Gizmo in the Editors now. It has a constant size, independent from the camera. See Welcome Gizmo.
Have a nice weekend, Anton