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I believe this stems from the fact that the main thread (UI thread) performs many tasks in DS. I don't think that additional threads are used to off-load the work from the main thread. It's a struggle to keep things synchrounous and responsive when the UI thread is tasked with performing other work as well.
- Greg
I'll happily admit I get all of these, too. I always thought I was being too gung ho with the mouse... ctrl-z is my best friend.
This!
This is the bane of my existance!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is exactly the conclusion I've come to. The program hangs for a moment and your clicks are kept in a buffer - once the hang clear, it 'releases' your clicks that were held in buffer and performs the action.
We had a program like that when I was working IT - it ran a clean-up job on our EMC Data Domain systems. Old kludgey command line interface, and as soon as you ran the job the interface froze, but it buffered any inputs entered. If you somehow managed to tap the 'Y' key two times instead of only once after running the clean-up command, you could accidentally nuke all the backup data.
This is why buffered inputs need to be carefully considered when writing a program - they could have unintended consequences, from the minor in DAZ to the extreme in my old scenario.
its very easy to try to select something in scene tab, and then it doesnt respond, so you click again but a slight mouse movement reparents the object to a different bone. this happens all the time for me and im basically a surgeon with a mouse...
edit: just read rest of thread, what was said above is probably correct
So in the mean time I've become quite involved with both Substance Painter & Designer; industry standards so I've been told. Both programs come with a 3D preview pane which also features a scene section in order to maintain control over your project. This part becomes very important when working on Designer "model graphics" which is basically a procedural way of generating or manipulating 3D meshes. In order to manipulate, combine or split and even transform a mesh it's important for the program to have proper identifiers. Enter the scene section...
Maybe it's a bit unfair to compare these two side by side but... when it comes to usability I definitely prefer D.S. It also makes me wonder what version the OP is using.. Should the OP be using a beta version, which seems to be a popular thing to do in general, then I think that seriously undermines any complaints with regards to functionality or stability.
It is infuriating indeed if you have an item selected, and you slightly miss the checkbox by a millimetre then the item selected slips from its position, and gets parented to the item with the checkbox along with its child elements as well!
It's an incredibly LAZY way of programming scene item behaviour… ⇐(Sorry, but it's very infuriating!) My guess is that it's that way because it's designed to give each scene element the ability to be parented to each other via the drag and drop method, but without the proper anchor for each item, the order can easily become disrupted by the slightest margin of error…
A possible solution is for each item to have its own ANCHORED grid in the tree, (Like with C4D/Blender/etc…) and program a **click-and-drag system between them, that way random scene elements from the tree aren't thrown all over the place, I seriously doubt that it will get fixed, and will most likely carry on over to DS5 I'll wager.
As it doesn't seem to be seen as a bug… And it isn't a bug as I see it as a design issue, not a bug.
EDIT: What I do is only check the boxes after selecting the scene element, which minimises the jumping behaviour it seems…
EDIT 2: **As in clicking a specific grid and then dragging, and not floating text like with studio… This is only a critique for improvement, and not a random complaint after all, as I'm willingly bound to the program as I rely on it totally for my art. :)
It's less problematic using as trackball - you can't take your hand off the mouse with the risk of moving it, but you can usually (depending on the type) take your finger(s) off the trackball so it doesn't move, while clicking.
Trackballs are generally superior to mice in several ways IMO. I'll never go back to using mice again, whenever I try one it feels so incredibly clumsy to use.
I couldn't agree more. Been using trackballs for most of my IT life and... my Logitech Trackman Marble actually died on me a several years ago. Talk about quality, I mean... I bought the critter back in the 80's while I was also still smoking (that wasn't good for it)! But there is an important issue to address here: "Trackball" doesn't mean anything without quality. Because I noticed that Logitech had become quite expensive in comparison (approx. 20 - 30 euro's for a high end mouse and 70 - 80 for a trackball) I decided I'd grab brand X which was much cheaper. I also didn't fancy the idea of a cordless trackball (all Logitech was pushing for was their MX Ergo which was wireless.
Let's just say that the 3rd party trackball turned into agony and I've been using Logitech's Ergo trackball for several years now. While I wouldn't mind it being wired I could actually do that myself by just hooking it up with my USB hub ;) Still... as you said: you get so much more precision and control over your mouse pointer...
I had a Microsoft trackball for years and swore I would never go back to a mouse but then my thumb started aching (between the wrist and bottom thumb joint) so now I use a mouse and a mousepad with a wrist cushion. No more pain but there is that risk of moving the mouse inadvertently. However, I usually know when I've twirched or something similar so that I can backtrack and correct. Not so with these DAZ Studio viewport problems. I am so aware of the problems that I am extra careful with my mouse movements and hyper-aware of my slightest hand movement. It is obviously impossible to rule out twitching but I'm 99% convinced that the problem is in the software, not my hand. As I have pointed out - I do not have a problem in any other software or, indeed, any other area of the DAZ Studio interface,
[EDIT] I have just found my old trackball mouse packed away with lots of other electronic junk so I'll give it a try for a while (unless the aching thumb returns too quickly).
I already use a mouse and a pen tablet, no way are most people adopting another niche interface tool just to use a scene tab in one software.
well I stand corrected I have had this happen sometimes in the latest builds
but by far the fruitlessly trying to type in the parameters filter is the worst thing 4.21
Check the Scene pane option menu - the lined/hamburger button in the top corner or right-click the tab.
To add to this: rename your items with prefixes. Save as wearable so prefixes are stored. Load wearables. DS re-sorts not right away. But eventually item order always arranges alphabetically (haven't made time to figure out what the re-sort-trigger is).
IF you think you are frustrated by using the Scene tab try popping over to Poser and using the Hierarchy Editor, which is that programs version of the Scene tab. It's abysmal in comparison to DAZ Studio's Scene tab any day of the week and I love Poser!
Oh dear, you had to make a comparison so, as the person who started this thread, I feel the need to comment. Much as I complain about things which, IMHO, could be much better in DAZ Studio, I have to say that with Poser I didn't even get to the point of complaining. I bought it (version 11, if I remember correctly), tried it for a couple of weeks and then abandoned it in total frustration. That has to rank as the very worst investment in software I have ever made and I have been guilty of buying several expensive applications only to find much better alternatives for free or for very little outlay.