by clausawits » Sun May 18, 2008 10:57 am
I am having trouble understanding the scope of what people are talking about. The first few posts I read had me quite scared that MH would go spinning off into deep corners of whacko-land... I pictured menus that were actually multi-sided objects:
a) I'm looking at the edit menu, I don't see the blah button!
b) Which side are you looking at? Look at the bottom!
a) The bottom row of buttons is (...)
b) No! grab the bottom edge of the menu, and rotate it upwards so you can seem the menu options on the bottom of the cube. If you click on blah, the cube will transform into an octohedron, and if you rotate that to the upper left three faces, you'll find the "smile" options.
a) ...
If we are talking about something like the joint thing, ok.. but how do you interact with it? Wouldn't there still need to be a 2d slider somewhere to grab, or to type text into? If you do the joint thing, one of the most important things you could do, would be to use it to make it clear which rotation is which between the joint and the place you are actually entering what you want.
I could be lame, but I fear that making people learn Esperanto to read the instructions to use a product is a good way to drive people away.
Must be that I don't have a fertile atmosphere in my head for this brainstorm yet. A fully 3d GUI when you only have 1D or 2D input methods can make for frustration.
Hmm.. think of some positive contribution... how much trouble would it be to replace the static pictures with slowly spinning, animated representations of the action being applied from 0 to 1 strength on the neutral mesh? This should not require a lot of manual effort to generate the pictures (the animations could be batch generated automatically), but it seems it would take some extra computation or disk space...