Author Topic: Movement Rant  (Read 3805 times)

Simoni

    Reputation: 24
Movement Rant
« on: February 09, 2011, 08:04:59 pm »
February 09, 2011, 08:04:59 pm
Lumion is great but..

I have a problem with putting a group of furniture into a building, have had this before, it generally takes about 45 minutes.........................................have tried advance move, it just slams the funiture down to the ground (I know it should only happen when I prees G) and in this mode there appears to be no undo, which means I can spend ages chasing furniture. 

In normal move mode, the furniture automatically climbs above any objects, making it very dificult to push through a wall. When I try and manipulate furniture from inside the building to make sure its placed correctly, then the movement handles are behind me, have tried using wide angle lense, no joy.

Why are the movement handles all hiding behind each other? Which to select? OK when you select one, the bounding box turns colour, but when you have a number of large objects in the same vicinity, its impossible to tell which is selected untill you move it. If you have selected the wrong one then, its literally a matter of luck to find the correct one as all the movement handles overlap each other.

Movement Rant
« Reply #1 on: February 10, 2011, 12:20:55 am »
February 10, 2011, 12:20:55 am
I have also encountered those problems, Simon.

I know it's not a solution but I think these entries on the Functionality wish list go some way towards dealing with the most critical issues:


  • Easier system for moving/modifying/applying materials to objects that are close to other objects

  • Shortcut key to turn snapping off completely when moving objects (Without this feature, objects that need to be in the air or objects that overlap other objects are very difficult to place correctly)


Lumion currently displays 5 sets of movement/modify/material gizmos regardless of how many objects there are, and it's sometimes very difficult to modify/move/edit the materials of the right object if multiple objects are close together.

Example: If you have more than 5 objects that are supposed to share the same pivot point, e.g. a terrain, x buildings, roads and other infrastructure and you have imported them separately (e.g. because you're collaborating with other people) and aligned them with the Align command, you essentially have to move one away from the others before you can use the modify commands, and then move it back again with the align command when you're done. This is not ideal, and I hope there's an elegant solution to this problem. I'd personally like to be able to click directly on the objects (as opposed to clicking on the gizmos) when I want to modify them, just like Advanced Move lets you do.

And speaking of which, I really like the way that Advanced Move lets you drag the objects around instead of having to use the gizmos that are positioned by the pivots. Since the pivots are sometimes far away from the object it often takes a bit of searching to find the right gizmo that lights up the bounding box of the object. In any case, clicking directly on the object to move it is just a more intuitive way of working but I think it could be improved a bit if there was a way to turn snapping-to-objects on and off. I was trying to position some of the new animated flags we have, and it's currently not easy to place something at specific positions in the air as they keep snapping to the ground and to other objects.

That being said, I should hasten to say that I'm not in charge of UI design (nor do I have to do the dirty work of implementing new functionality), so this is purely my personal opinion as a Lumion user Smile

Movement Rant
« Reply #2 on: February 10, 2011, 11:14:57 am »
February 10, 2011, 11:14:57 am
In the latest rc5 you can press L for locking the icons. We will look into streamlining all movement methods of course. Can you create a scene for us where it is terrible to move items in? That makes it easier for us to have a real world scenario and think of new methods of movment in those situations.

Simoni

    Reputation: 24
Movement Rant
« Reply #3 on: February 10, 2011, 11:30:40 am »
February 10, 2011, 11:30:40 am
The file size of my current model makes it dificult to send. I would say a scene built in Sketchup with a building with smallish windows with an a few restaurant tables inside. Export building and Tables as seperate groups, then the above problems will occur.

From a personal viewpoint I would preffer the deffault setting without any "aids" like snapping, maybe add these with a modifier key, its like a boy scout dragging an old person accross the road, when they never wanted to cross the road, well meaning but irritating.

Movement Rant
« Reply #4 on: February 10, 2011, 11:33:57 am »
February 10, 2011, 11:33:57 am
Simoni said:

From a personal viewpoint I would preffer the deffault setting without any "aids" like snapping, maybe add these with a modifier key, its like a boy scout dragging an old person accross the road, when they never wanted to cross the road, well meaning but irritating.





This made me chuckle Laugh

Movement Rant
« Reply #5 on: February 10, 2011, 11:44:30 am »
February 10, 2011, 11:44:30 am
I don't agree for turing it off by default. For outdoor it actually works well.

Simoni

    Reputation: 24
Movement Rant
« Reply #6 on: February 10, 2011, 12:00:05 pm »
February 10, 2011, 12:00:05 pm
When I assign an imported ground as the terrain, Lumion does not snap to it, objects drop down to the Lumion ground underneath, if I could accurately make terains in Lumion to tollerences of about 10mm (kerbs threshholds etc) then I could use terrains in Lumion, but I would still preffer to keep all the modelling  in one aplication, ie Sketchup.

A way to override snapping is for my use pretty urgent.

Simoni

    Reputation: 24
Movement Rant
« Reply #7 on: February 10, 2011, 12:10:16 pm »
February 10, 2011, 12:10:16 pm
Oh and the minimum terrain brush size in Lumion is 2m, so is kind of innapropriate for architecture.

Movement Rant
« Reply #8 on: February 10, 2011, 12:15:46 pm »
February 10, 2011, 12:15:46 pm
You only want to work in the XZ plane? How do you determine original height?

Simoni

    Reputation: 24
Movement Rant
« Reply #9 on: February 10, 2011, 12:28:17 pm »
February 10, 2011, 12:28:17 pm
The original height is say 1m above the lumion ground plane, because I have an ornamental stream, that I can only make in sketchup as it needs to be precise, I suppose I could place the model on the ground plane in Lumion and excavate the terrain to expose the stream. But my building floor level is about 250 mm above the outside ground level, so the internal furnitute would want to sink int the floor.

Movement Rant
« Reply #10 on: February 10, 2011, 01:17:22 pm »
February 10, 2011, 01:17:22 pm
Ok I added a featre for you to test. First of all advanced move was broken in RC4 and 5 not sure who noone noticed. I added a new feature where you can press SHIFT so that items in normal and advanced move don't snap height anymore. They only move in the XZ plane accoording to the mouse. So please try this feature with the update to see if it fits your needs. I hope this alieviates your need to rant.We will create a rc6 today.

Simoni

    Reputation: 24
Movement Rant
« Reply #11 on: February 10, 2011, 02:53:18 pm »
February 10, 2011, 02:53:18 pm
Have tried that for about 20 mins, advance mode still drops down to the Lumion terrain, normal movement mode, still makes the furniture jump onto the roof. Tried hlding down shift, or just pressing it once, still the same.

Maybe the only altenative is to build complete models in Sketchup, and import them as a whole.

Movement Rant
« Reply #12 on: February 10, 2011, 03:28:33 pm »
February 10, 2011, 03:28:33 pm
I said I just created this feature! That means it is in my RC6 I have on my machine. We are creating a new build today which you will need to download first for this NEW feature to work.

Aaron

    Reputation: 80
Movement Rant
« Reply #13 on: February 10, 2011, 03:53:13 pm »
February 10, 2011, 03:53:13 pm
What would really be helpfull imo is a slider to control the offset of clustered object selecting/manipulating icons ourselves.

Right now I find myself turning around icon hives and zooming in/out a bit more then my limited tolerance levels can handle

and I'm sure you understand I can't keep throwing coffeecups out of the window :-)

 

@Simoni > Have you tried importing your own grid-meshes? I find this the best method for placing difficult items. Won't solve some of your issues but give it a shot, it might help?

Simoni

    Reputation: 24
Movement Rant
« Reply #14 on: February 10, 2011, 04:43:42 pm »
February 10, 2011, 04:43:42 pm
Just model the selection and movement system on Sketchup, and you cant go this far wrong.