On Thu, Jun 4, 2009 at 5:00 PM, Timothy M. Shead <
tshead@...> wrote:
> Joe Crawford wrote:
>
>> All very cool. I would like to make a quick note that I think we need
>> to fix up a little bit of the fundamental stuff before we go off
>> making anything wild. I will attempt to test the newest version and
>> go back to my previous tests, finding where users got frustrated, and
>> also noting some of the things that I think are fairly obvious needs
>> of a typical artist.
>
> To be honest I'm not sure much of anything has changed UI-wise since you
> did that work, so don't be discouraged - what might be useful is if you
> could reorganize / consolidate / distill the existing work - my
> recollection is that there were multiple user studies and writeups
> floating around. I'm at a point where I'm starting to speculate about
> what needs to change at a technical level. Having a well-organized list
> of problems would be a good place to start.
>
Joe, did you have a break down of the differences between the needs of
3D character animation artists and more engineering oriented people?
The reason for asking is that for character work you use an
approximate mesh and a detailed displacement map, whereas a person
working on buildings or technology models (even for the same scene)
requires a whole set of different tools.
Can we start with a set of sser types and then compile sets of shared
and unique tool requirements?
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