New To The Forum? Click Here To Read The How To Guide. -- Developers Click Here.

FEATURE REQUESTS for Quill

cjbouchercjboucher Posts: 30
Brain Burst
edited March 6 in Oculus Quill
A couple things that would be great in this already awesome application.

Toggle play all keyframes - as of now whenever I create new keyframes for animation I have to press play for every new animated layer even whilst the others are playing, there should be an option to play all automatically.

Wider view of keyframes - the left to right slider for keyframes is limiting for those who want to do longer animations as you can only see a certain amount of frames.

Move keyframes - Being able to move keyframes around would be great, I don't currently see an option for this. Please correct me if I am mistaken.

Scrub through timeline -  a smoother version of what we have now, still a bit tricky to animate with only being able to flip through each frame individually.

Customize-able brushes 

Comments

  • schevrelschevrel Posts: 54 Oculus Staff
    Hi, thank you for you suggestions. Most of these are already on our radar and will be addressed at some point.

    You can scrub through the timeline today, by holding the right hand joystick left or right.
  • cjbouchercjboucher Posts: 30
    Brain Burst
    edited March 18
    More suggestions.

    Paint on stroke UV map style- sometimes my geometry is too much for my computer as everything is stroked, would be cool to be able to paint on strokes like a UV map.

    Smooth geometry tool - Nudge is good but the shapes end up really distorted, which is great for blocky animation but not so much for other styles. The geometry for most of my projects are currently unreadable in other programs as they're too large.
  • SoakingRichSoakingRich Posts: 3
    NerveGear
    edited March 17
    I think one feature which would make experiencing all Quillustrations so much enjoyable would be a non-jittery movement mode. Let us float peacefully around in a drawing, doesnt need to replace the current movement, but a free flying mode ala Google Earth would be amazing.

    It would also be great if you could put a play button within an illustration, so i could fly over to a drawing of a tree in fly mode, press trigger on the play button, and the tree's animation would play. This would be great to discover animations in other artists illustrations. Little bit of interaction would be amazing.

    Also can i hold a selection over multiple keyframes and have the selection copied to the following keyframes as i move the selection around? This would make things so much easier.

    Could we select things in multiple layers, and make animations for all them at the same time?

    Could we possibly decimate one brush stroke into many smaller strokes so they are nicer to shade/colourize?
  • cjbouchercjboucher Posts: 30
    Brain Burst
    Some more ideas:

    Color pass/Layer style over whole project - if there was some way of being able to colorize a whole scene without having to copy/paste the merged scene on top of itself then lowering the opacity after colorizing it.
  • SabrejetSabrejet Posts: 55
    Hiro Protagonist
    I'd like to see a way to non-uniformly scale selections.  Like being able to squash some lines down to make a flat floor or a wall.
  • lawwklawwk Posts: 5
    NerveGear
    Redo-duplication: simple addition to interface to allow the redo button to be held down, instead of requiring tapping. Streamlining creation of spheres amd skydomes with Goro's technique.  :)
  • cjbouchercjboucher Posts: 30
    Brain Burst
    edited May 11
    Right now when we create shapes and color it only paints one gradient on it and we need to do some crazy technique just to make shapes that can be painted on properly, that doesn't translate well when imported in other programs and it's hit and miss.

    Is there any chance we can have an option for the strokes to already have geometry that can allow us to paint on them properly from the start?
  • gomesh1977gomesh1977 Posts: 29 Poster of the Week
    After I've been trying out Quill. I think the program is super amazing as an animation pre-production tool or Animation itself. However, I wish they can incorporate certain features to make it more usable so. I'd like to propose the following

    1. The ability to not only import 3d meshes but also an ability to have like a magnet-like brush system that strokes can adhere along imported mesh surface. I think shouldn’t be that hard to implement and it would be a great addition to make Quill more versatile in terms of productivity.

    2. Even better if there's a way to convert imported meshes (with vertex colors) in to quill strokes. (With options to control the conversion)

    3. The ability to import Quill file as group layer so we can built parts independently (with perhaps multiple contributors) and bring them all together to create a scene. This would improve the re-usability of assets as well.

    4. The ability to construct and playback multi scenes in one or multiple quill file (able to point to the next quill scene) so we can construct the animation in its full glory.

    5. The Ability to play Quill file as a standalone executable file. So it can be used as a per item in an art exhibition.
Sign In or Register to comment.