Hovering over each icon for a second is exactly the type of thing you want to avoid. Many of the other UI changes in F16 (like moving from MultiButtonControls to ComboControls) is in direct opposition to what Grant said yesterday about BMD wanting to reduce clicks and improve the efficiency of users. So I really hope they will listen to all the people which are not happy with this UI. In any way or form what ever for the given task gives you the quickest access to the tools you need atm. So everything above is way better than Fusion 16. Having the render and timeline range close together is a nice thought but having them left and right would just make much more sense. I dont need this toolbar with its Icons there. Why is the render button where it is atm. Just look at how much space is wasted in this big middle block. Which basically took text and made them to Icons which is just genius. Just look how much Information is one 1 screen.įusion 9. Then we got Houdini which is still a bit much in the UI but got a nice balance between text and Icons. Softimage has still, years after EOL one of the most intuitive and polished UI workflows out there.Ĭlear simple and when you've build up muscle memory no slowdown.Īnd when you look for things not used that often its very simple to find.
Intools wacom software#
Professional software is not an Iphone APP. If I would like that I would work in Maya Text based or a good combination of clear Icons and text is way better than a purely "hover over to figure out what this icon does approach". Will wait for the SDK so I can redo my plugins! That aside, looks like a very promising release. I've worked in a few VFX shops and nearly all comp'ers had one screen for the image and timeline and the other for everything else. * This is a beta and there are a few glitches so be ready for that.įor me the biggy is the interface, I think anyone on dual monitors would agree this is not suitable with the flow stapled to the bottom. * Don't mind the new interface style, like the icons, but agree some of the vertical padding on the tool bars is not necessary. * Feels faster (One quick test showed 2 times playback speed on a comp over v9!!!), it appears GPU is running more efficiently now as CPU usage is much less than V9. * Things that crashed F9 appear to work without fault (Camera Tracker, Planar Tracker. * GPU processing seems less problematic, I have had no crashes yet and have been giving it a bit of a thumping (Usually have this off). * Ability to adjust numeric values by clicking on them and dragging (great!) Sam O'Hare wrote:For me, the main issue is that you can now no longer organise the UI how you like it.Īgree with this, I use a very similar workflow to this.Īnyhow cool stuff I've noticed (Note I hardly ever used Fusion in Resolve so this is compared with Standalone). A one-size-fits-all approach doesn't work for a compositor that everyone customises. I understand the thought process behind making Fusion and Resolve have the same visual language, but Resolve's limited user interface has always been it's main flaw. When I hide the 1/2 views now, the timeviewer lives right at the top of the left screen, which feels very out of place.
Intools wacom windows#
You can make floating windows but trying to add multiple views to them doesn't work. The spline view has to live to the right of the node graph. The timeline has to live under the viewer in the main interface, you can't put it under the node graph. Unless I'm missing it, the new version doesn't allow you to re-arrange panels like this.
My right screen is just one big viewer, I don't use the 1/2 viewers except very rarely when comparing to reference. Personally, I like the node graph filling most of the left screen, the timeline below it, the dopesheet / spline viewer below that. For me, the main issue is that you can now no longer organise the UI how you like it.