Requirments for SimLab Composer 9

Discuss Simlab Composer released by Simlab Soft
SimLab
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Joined: Mon Jan 04, 2010 8:09 am

Requirments for SimLab Composer 9

Postby SimLab » Sun Dec 10, 2017 4:32 pm

We are almost done with SimLab Composer 8.2.
We still have few new things to share with you about 8.2, but the major work was done.

Now is the time to start working on SLC 9.

What VR new capabilities you need to create superior experiences?
What rendering features are needed?
What scene building capabilities will benefit users?

Please share your ideas with us.

We have good ideas, but you usually have the better ones.

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Destiny
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Joined: Sun Oct 05, 2014 12:15 pm

Re: Requirments for SimLab Composer 9

Postby Destiny » Sun Dec 10, 2017 11:13 pm

Not much of what I asked for last time were added... :? :roll:

IK links..
Grab the last part in the chain of parts to the end point.. All other parts follow the leader.. Useful for Robot Arms made up of many parts...

Audio time lines..

Flex in pips and cables...

Better use of Limits in Simulation...

Better Text Box in VR Mode...

Choose the location for a Scene State Thumb Image.. There has been a long lasting bug with the Size of the Scene State capture.. It is always 120X90 no matter what size the capture size is. Consequently the quality of the thumb images are horrible. So I have make my own from screen capture...

More as I think about them..

Destiny...

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Destiny
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Re: Requirments for SimLab Composer 9

Postby Destiny » Mon Dec 11, 2017 9:33 am

Real Transparent WebGL background template.. Asked before..

3D Camera Object Array rendering options.. Asked before..

Destiny...

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Destiny
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Re: Requirments for SimLab Composer 9

Postby Destiny » Mon Dec 11, 2017 11:43 am

SPRING ANIMATION! To have the option to scale only on the compression of a spring without the object changing shape.. Just like how a real spring works.. It been asked for many times by me and others....

Destiny....

SimLab
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Re: Requirments for SimLab Composer 9

Postby SimLab » Mon Dec 11, 2017 4:45 pm

Destiny,

We collect requirements from many users, now is the best time for us to include requirements in projects.
I am really sorry, but I hope all understands we can not do everything asked.

When we commit to a big project that many users asked for, we may have to give up other things :)

_Fx
Posts: 71
Joined: Fri Apr 09, 2010 11:42 am

Re: Requirments for SimLab Composer 9

Postby _Fx » Mon Dec 11, 2017 5:30 pm

My preferred new features for Rendering would be:
- rounded edge shader like asked here: viewtopic.php?f=6&t=10260
- customizable allround material
- fog/dusty atmosphere (material?)

Marct
Posts: 4
Joined: Mon Dec 04, 2017 7:02 pm

Re: Requirments for SimLab Composer 9

Postby Marct » Mon Dec 11, 2017 7:31 pm

Hi,

Some suggestions for your great program, in order :

-Real time physically based viewports for scene tweaking (like unreal engine or sketchfab)
-Displacement maps.
-Multi-Pass renders.
-Option to save screenshot of previous renders automatically when a change is made in the scene, to compare results. (Some kind of list in the program.)
-If a render window is selected while rendering to a file, only the cropping is saved.

Marc
Last edited by Marct on Mon Dec 11, 2017 7:34 pm, edited 1 time in total.

Marct
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Joined: Mon Dec 04, 2017 7:02 pm

Re: Requirments for SimLab Composer 9

Postby Marct » Mon Dec 11, 2017 7:32 pm

_Fx wrote:- fog/dusty atmosphere (material?)

+1

ntxdave
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Re: Requirments for SimLab Composer 9

Postby ntxdave » Mon Dec 11, 2017 8:00 pm

At the present, my concentration is still on improvements on WebGL pages. In particular:
  • Smooth transition between scene states. Right now I just get an immediate transition. I would like to see it work more like it does with a 3D PDF where I see the camera move from scene state 1 to scene state 2.
  • Render quality in the WebGL page. I would like for the WebGL page to use the rendered image.
  • While we can use a template for a WebGL page that includes images and etc. that you click on for interaction, I would like to see the ability to add images and etc. directly in the model that could be clicked for the interactions. It would even be neat if you had the ability to make the added images/etc. stationary. In other words kind of have the same capabilities as the template but with the ability to create those things directly in the model rather than as a template.
  • Eliminate the duplications in the _files folder for a model when you update and regenerate the WebGL page. Currently, when you update a WebGL page, all of the elements from the template are duplicated thus inflating the size of the _files folder content.
  • Give us better control over the content and style of a "Message" box that is opened as an action item.
  • Maybe I am doing something wrong, but I would like to be have better control over "multiple actions". In particular, there ae times when I have multiple actions in a list that would like to have triggered by a single click rather than having to click multiple times to advance through the list of actions.

I apologize for only addressing WebGL issues but as I said above, that is my current focus. As I develop more comprehensive models I am sure that I will be looking at the VR much more.

ameier
Posts: 152
Joined: Sat Jun 25, 2011 9:44 am

Re: Requirments for SimLab Composer 9

Postby ameier » Mon Dec 11, 2017 10:29 pm

Well, here are some unsorted dreams.....

- support for mixed reality headsets under windows 10 (for example from acer, hp, lenovo....)
- support for additional external trackers to create some crazy vr experiences
- AR viewer for windows 10 tablets (in our case useful for surface users....)
- some command line enhancements :mrgreen:
- to export stuff directly into the unreal engine format

Andreas


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