AncientWorlds
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 5/10/2024 in #open-brush-feature-suggestions
Pause animation when selected
Animated objects are hard to grab/move when they are moving around. Would be helpful to pause them when in selection mode, or alternately when specifically selected
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 5/4/2024 in #open-brush-feature-suggestions
Spatial proximity for audio/video
I'm curious if we have a mechanism for triggering a sound and/or video file based on proximity.
Contextually I'm thinking about experience mode, or whatever it woud be when a visitor can navigate a scene by flight or walking
An example might be a museum display where as a person approaches a painting embedded in the piece that this might activate the video frame or an audio description if its' an object or group
3 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 4/10/2024 in #open-brush-feature-suggestions
Animation Control, non-looping
Idea is to have a stop button on the animation tool (speed =0), so the object just stays put.
For instance I might want to have an object start at a location, go somewhere and stay there. (particularly useful since we cant really time animation paths well yet)
This would enable an object to move, but also be in a predictable location if the camera swings back around, which has uses. Also helpful for doing something like zooming a camera in on a video or image and then staying put instead of crawling forward. Currently you can go to .1 or similar, but not stop moving.
Along the same line of thought, a negative speed (reverse) might be interesting, although would be trickier to work with since I'd like it to distinctly stop at zero as an increment instead of trying to dial in a precise speed if there's an up or down direction option on the speed control
This would enable an object to move, but also be in a predictable location if the camera swings back around, which has uses. Also helpful for doing something like zooming a camera in on a video or image and then staying put instead of crawling forward. Currently you can go to .1 or similar, but not stop moving.
Along the same line of thought, a negative speed (reverse) might be interesting, although would be trickier to work with since I'd like it to distinctly stop at zero as an increment instead of trying to dial in a precise speed if there's an up or down direction option on the speed control
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 3/27/2024 in #open-brush-bugs
Selection issues
Default version, Rift S (new logo). Advanced mode.
Created a multimirror object (streamers) copied and rebrushed the copy to (dots).
Moved off center
Switched to standard mirror mode
Used the tube toon inverted brush and made a symmetrical figure limb by limb.
Drew sections until had full body.
Attempted to select the head, in order to create groups.
Unable to select. Moved brush through the figure, only some strokes selected. Selected all, everything selected.
Unable to deselect some areas, including the head. Saved. Exited. Exited oculus. Reloaded open brush, opened scene. Issue persists
Unable to select. Moved brush through the figure, only some strokes selected. Selected all, everything selected.
Unable to deselect some areas, including the head. Saved. Exited. Exited oculus. Reloaded open brush, opened scene. Issue persists
19 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 3/3/2024 in #open-brush-feature-suggestions
Improved Video panel controls
I'd like to see the speed icon, camera, control points to be only selectable if the icon is activated.
It's challenging to select the different elements on the timeline, particularly at the start of the path where they are all active and in the same place. This should limit issues with having a perfect line worked out and it getting bumped, dragged, or having to delete elements so you can access them. Additionally (advanced controls) I'd like a button that snapped the first speed point and the first camera direction to the front of the path (ideally while maintaining orientation) If there's a gap, the camera will jump Would also be helpful to have a "delay" tool, which forced the camera to stop based on the extension (similar to the speed control that we have now) More complicated but also interesting would be a way to link a "hide" button to an object, which worked similar to the delay function. This would likely be easier to manage than a very long control line, but could be imported into that tool.
It's challenging to select the different elements on the timeline, particularly at the start of the path where they are all active and in the same place. This should limit issues with having a perfect line worked out and it getting bumped, dragged, or having to delete elements so you can access them. Additionally (advanced controls) I'd like a button that snapped the first speed point and the first camera direction to the front of the path (ideally while maintaining orientation) If there's a gap, the camera will jump Would also be helpful to have a "delay" tool, which forced the camera to stop based on the extension (similar to the speed control that we have now) More complicated but also interesting would be a way to link a "hide" button to an object, which worked similar to the delay function. This would likely be easier to manage than a very long control line, but could be imported into that tool.
8 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 2/25/2024 in #open-brush-feature-suggestions
Model library hide or delete
Would be nice to have something like the three dots in the model library. Which would let you either hide a model or moves it to a different folder that doesn't get read into the media library
Would like that for brushes too
Probably with a "reset" tool which reimports everything to the main folder. Presumably goes in documents somewhere so you can manually move things if you prefer.
Would be a decent interim step before a file manager.
Bonus points if it takes a snapshot of the object that can be visually searched later to identify things Very useful for large asset collections and testing
Bonus points if it takes a snapshot of the object that can be visually searched later to identify things Very useful for large asset collections and testing
4 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 2/21/2024 in #open-brush-feature-suggestions
Sketch Shortcut
When saving a sketch the sketch que automatically goes back to page one. This is problematic when gathering older sketches (especially when you've got hundreds of pages of sketches), because as soon as you move it to the front of the line, you have to flip through all of the pages.
Suggest checking the last page number of the sketch you are about to save and tag that as a "jump to" page number on the sketch panel. If the game is freshly launched it should return to page one.
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 2/14/2024 in #open-brush-feature-suggestions
Camera Paths for Animation (Replace Camera with Model or Group)
Camera paths are really useful for directing movement, speed, and angle. Basically everything needed for animation.
Since newGLB exports handle that in the hierarchy by default, it seems like it would be fairly easy (hopefully) to just have a button that let you attach an object (group, model, etc) to the path instead of the camera. Basically record the position, but the object moves along the timeline instead of the video camera.
The result should be able to import into blender or unity as an animation path.
Maybe change the camera icons color so it shows this represents an object instead while setting up the path.
While this wouldn't do complex animation like figures, it would allow simple objects to be moved around easily in the scene with fairly precise control.
Maybe change the camera icons color so it shows this represents an object instead while setting up the path.
While this wouldn't do complex animation like figures, it would allow simple objects to be moved around easily in the scene with fairly precise control.
21 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 12/16/2023 in #open-brush-feature-suggestions
Export to models
I'd like to see an export to models function. This should export as glb or usd, whichever is currently getting the best results. Ideally this could also be done from a layer.
Selecting the option would send to the models folder directly rather than the exports folder. This would enable quickly incorporating elements from different pieces and general asset library building.
Hmm, Thinking about this more. I think being able to export as a brush group would be much more flexible.
This would allow rebrushing
As such robably should be in its own collection.
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 11/28/2023 in #open-brush-feature-suggestions
Layer Lock Button
Layers would benefit tremendously from the ability to lock them.
An accidental move, selection error, or switch update delay can cause a lot of problems with a piece.
I'm also somewhat of the opinion that the sketch should default to starting on layer one instead of the main layer. This way selecting main layer just moves everything (holds the nodes) and you avoid tricky problems when making modifications later due to unintentionally applying things globally.
I'm also somewhat of the opinion that the sketch should default to starting on layer one instead of the main layer. This way selecting main layer just moves everything (holds the nodes) and you avoid tricky problems when making modifications later due to unintentionally applying things globally.
68 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 11/22/2023 in #open-brush-feature-suggestions
Ability to create a "canvas base" that groups with a picture
What i would like to have is a way to attach a structure that is snapped to an image, or extruded based on the image dimensions, effectively making it a joined 3d image.
By giving depth to the piece it would be easier to so things like place 2d artwork in a scene as part of a set.
Aligning this is often quite tricky due to a slight angle creating clipping and too wide a distance between the image and the base causing a noticeable gap if not viewed head on. Something like this would allow it to be set into a hull brushed area relatively easily.
Ideally the tool would have a depth setting (so you could make it thin or quite deep.) The actual implementation would be to basically draw a hull brush rectangle using the edges of the picture as boundaries.
Advanced options would allow centering (x distance from each side, likely proportionate to the canvas) I'd be pretty happy if it just fit to the picture.
This would both make it easier to handle, but would also make it easier to see if faced in the wrong direction (if that's the use case the user desires).
By giving depth to the piece it would be easier to so things like place 2d artwork in a scene as part of a set.
Aligning this is often quite tricky due to a slight angle creating clipping and too wide a distance between the image and the base causing a noticeable gap if not viewed head on. Something like this would allow it to be set into a hull brushed area relatively easily.
Ideally the tool would have a depth setting (so you could make it thin or quite deep.) The actual implementation would be to basically draw a hull brush rectangle using the edges of the picture as boundaries.
Advanced options would allow centering (x distance from each side, likely proportionate to the canvas) I'd be pretty happy if it just fit to the picture.
This would both make it easier to handle, but would also make it easier to see if faced in the wrong direction (if that's the use case the user desires).
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 11/21/2023 in #open-brush-bugs
Models can be moved while selection tool is inactive
Imported models can be grabbed simply by intersecting. This makes it very difficult to keep them in place, which is a problem when they are major scene elements that everything else is relative to. Particularly when there's multiple brush strokes and images tied to a model. This behavior does not apply to brush strokes.
The grab action may be related to a right finger trigger press, as I usually notice it when scaling the scene.
The grab action may be related to a right finger trigger press, as I usually notice it when scaling the scene.
11 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 10/23/2023 in #open-brush-feature-suggestions
media
Display Extension in Models Library
It would be super helpful to show whether the imported model is a Glb/fbx/obj/stl, etc.
Especially when importing from the export folders, because each version displays as the same.
Loading previews is time consuming, so it's nice to be able to differentiate.
model size would be nice additional information on scrollover.
This prevents things like waiting, waiting, and more waiting for a preview to show up when it's a large model which you might only use rarely Currently have a lot of models, and there's no preview, since there's no temporary thumbnail a lot of time its just clicking through until I find the one I want
model size would be nice additional information on scrollover.
This prevents things like waiting, waiting, and more waiting for a preview to show up when it's a large model which you might only use rarely Currently have a lot of models, and there's no preview, since there's no temporary thumbnail a lot of time its just clicking through until I find the one I want
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 8/20/2023 in #open-brush-feature-suggestions
Export layer or group directly to models
When exporting out items that you plan to re-use (such as models/objects/collections of brush strokes) would be helpful for them to be moved to the models library (or one designed for that purpose). This would facilitate access, particularly on the quest where exported models have to be transferred in order to be usable
9 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 8/20/2023 in #open-brush-feature-suggestions
Grid Centering
Would also possibly be helpful if the grid was calculated using the mirror as a center point at the time of first usage of snap grid. As a user, I frequently adjust the mirror position before starting any work in order to align the height/background or position I'm working from
5 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 8/20/2023 in #open-brush-feature-suggestions
Grid scaling multiplier or slider
Grid scale defaults of .25 to 5 vary in usefulness depending on the current world scale.
would be nice to be able to multiply or factor in world scale to get a wider range of grids.
6 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 8/20/2023 in #open-brush-bugs
App lab experimental - Keijiro Tube and 3d Printer Brush
(experimental brushes enabled) default app lab install, quest 2 standalone
Keijiro Tube produces a black brush
3d print brush (from black background and possibly others) when used changes the lighting or scene background
radically changing the color scheme.
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 5/11/2023 in #open-brush-feature-suggestions
Gallery... all the worlds a stage
After seeing this post
https://discord.com/channels/783806589991780412/804292948103266335/1106113266289217537
It occurs to me just how amazing it would be to be able to have this work with the icosa gallery
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 5/10/2023 in #open-brush-feature-suggestions
Keyboard tagging
When we get keyboards implemented would be a nice feature to have some hotkeys for tagging.
One of them that grabbed the currently selected brush name. So you could store whatever you typed, and presumably export it as a notepad thing. Current use case would be for tagging brushes, although I can see other potential uses for something like that, including saving typing time if you're trying to document
One of them that grabbed the currently selected brush name. So you could store whatever you typed, and presumably export it as a notepad thing. Current use case would be for tagging brushes, although I can see other potential uses for something like that, including saving typing time if you're trying to document
1 replies
OBOOpen Brush, Open Blocks, Icosa Gallery
•Created by AncientWorlds on 5/9/2023 in #open-brush-feature-suggestions
Toolkit ability to accept subfolders or separate manifest(s) for custom brushes
The toolkit seems to expect all brushes to be in the top level subfolder in assets/resources/brushes
When serializing it finds them, but based on the console reactions, doesn't like it a lot.
I can organize things like that, but it will make things like tracking and importing brush packages much harder
Especially since they get mixed in with the core brushes when done this way
It may also affect model exports and other areas like VR recording.
The ability to handle subfolders without getting confused would make organization a lot easier, as well as potential install/remove operations for brush packages.
This in turn would give greater modularity down the road if there's some sort of brush exchange that gets created.
Particularly noticing this right now, because I'm basically trying to create a master set of brushes from various installs I've made
At any rate, some sort of guidance on how these should be structured would be helpful, because I've got the time right now to do a deep organization and merge of several different sets.
Some guidance on what structure I can anticipate would save a huge amount of time. Ideally, I'd like to do this just once and have everything conformant going forward (and preferably backwards as well)
Some guidance on what structure I can anticipate would save a huge amount of time. Ideally, I'd like to do this just once and have everything conformant going forward (and preferably backwards as well)
2 replies