Feedback needed on new UI - Composition Arc Authoring #2179
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Hi everyone, We are currently designing a UI which lets users author/view payloads, references, specializes, inherits and variants while on a selected prim with respect to the editTarget. This UI would show each arc in its own tab (except for sublayers - sublayer authoring will remain in the Layer Editor). Here is a rough idea of what we are thinking: Where in Maya's UI would you expect to find this UI? Here are some possible answers:
Thanks, |
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Replies: 9 comments 13 replies
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Hello @womanyoyoyo-adsk , I would suggest in a new stand-alone editor imo. :) |
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I'd also be in favor of a standalone editor that a user needs to launch. Putting it in the attribute editor by default makes it almost too accessible for such an advanced tool. Obviously everyone has their own use case scenarios, but I imagine for studios, most artists consuming usd data will not be interested making these kinds edits. |
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Hi Natalia! We were also wondering if it would be possible to delete composition arcs? Again, in most cases, we wouldn't want to accidentally delete composition arcs that have been set up for the artists. |
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One advantage of making them standalone editors would be that they'd be
easier to embed/reuse in studio specific tooling and extend as well.
…On Wed, Mar 16, 2022 at 8:45 AM CKing-Spire ***@***.***> wrote:
I wonder if a few higher level GUIs would be a better choice. Some
previous comments have said that they don't see artist wanting to edit
these things. I don't think that is true at all. Artists absolutely need to
be able to make references. Artists want to create variant sets. But I
think bespoke interfaces for that stuff would be better.
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One option could be a bespoke editor with a button to launch it from the
Attribute Editor.
That way it's still easily discoverable, but doesn't need to necessarily be
directly embedded in there.
…On Tue, 22 Mar 2022 at 09:54, CKing-Spire ***@***.***> wrote:
For the most common workflows, yes, bespoke editors will be best.
Lets talk about workflows.
Studios often need to craft a asset structure. They need to decide where
to have payloads, how to use inheritance to allow for global overrides,
etc. This task is often performed by a senior TD and, for the most part it
is done once. In a Houdini Solaris world, this would be done by crafting a
HDA. I could imagine your interface would be quite good for this task.
The modelers and lookdev artists are going to supply the inputs to that
asset structure. I don't think they need or want to think about the
composition arcs that much. Authoring variants is important for them. While
I know that variants are in fact composition arcs, is that the best
conceptual model for an artist to have to work with? It seems that there
are much simpler ways to represent this to the artist.
Then there are the set construction artists. They are going to be creating
lots of references, selecting variants, and need to think about instancing
a fair bit. I think a bespoke interface for doing this sort of thing can be
vastly more efficient than a generic composition arc GUI.
Thanks,
Chris
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I would like a way to change a prim USD Reference to a relative path. Sorry if this has already been added in Maya 2023, but my org hasn't given me access to that yet. |
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A common workflow is to save geometry and materials into separate files which are payloaded into an asset container like so: asset.usda:
Am I correct in imagining that the planned design of this tool would allow for this? |
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@womanyoyoyo-adsk I was wondering if this UI has been cut, or if it's still in development. This sounds really exciting and would be really helpful, not only for experienced USD enthusiasts, but those new to the concepts as well who are less likely to open the files and try and decipher what's in a file. |
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Hello, we've paused this work for now. |
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Hello @womanyoyoyo-adsk ,
I would suggest in a new stand-alone editor imo. :)