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https://github.com/Smithsonian/dpo-voyager/tree/dev-overlay is updated with a refactor to remove 'target' functionality and support creating multiple overlays per object. "Targets" will be reintroduced in the future ActionManager. Questions/TODOs:
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One other topic - previously in "paint" we supported drawing directly on the texture in a flat "unwrapped" window as well as on the model. The core support is still there, but there was never any demand for it so it would be great to get opinions on if it's worth clouding the UI with. |
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@sdumetz I think https://github.com/Smithsonian/dpo-voyager/tree/dev-overlay is at a good state to push to RC-45. It's not fully featured, but I think feature complete enough to provide functionality for users wanting to create and modify maps within Voyager Story. It can always be added to/improved. If you have a chance to take a look your feedback would be appreciated. |
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Hi,
Beside those troubles that are admittedly mostly due to our scenes being of dubious quality, I really like where this is going. |
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Now with an up-to-date branch. I seem to have bumped into some kind of race condition (?) : When I load a scene with an overlay (not visible by default), it's availability is sometimes not registered. It shows neither in the Overlay tabs nor in Settings. If I try to create an overlay again I get this error :
On a more personal note: I don't like that the overlay is tied with the quality level. That's not how I would expect the paint to work from a user perspective. Derivatives are generally expected to be transparent design-wise: If I put an annotation, it's there on every Quality levels. I know it makes a lot of sense from a 3D model perspective and am not event sure if you could generate a map for every derivative (we probably couldn't even detect if a model shares UV coordinates across derivatives or not) , but if it was possible that would greatly improve the experience. The yellow brackets identifying the selected object are hidden in "paint" mode. It makes identifying the target object a bit hard in multi-models scenes. Maybe adding them back isn't the best option though and you can hide or make transparent everything except for the painted object? |
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We've had support for rendering overlay maps for some time now, but looking to add overlay creation to the authoring features.
I've started this by merging in some existing 'paint' code here (https://github.com/Smithsonian/dpo-voyager/tree/dev-overlay). There is still quite a bit to do/clean up but looking for some feedback/discussion before moving forward:
This earlier implementation was based on the idea of 'target zones'. It's a relatively common use case on our end to create overlay maps that identify specific regions on an object with a solid color. The previous proof-of-concept then allowed you to tie state changes to clicking these 'zones'.
I think this implementation should be more general, as overlays can be used in many ways. We still need to be able to support this 'zone' concept though and previously it was tightly tied to creating the map (as you can see in the branch above) so I'm not sure where it fits in now.
@sdumetz
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