RizomUV: User Interface Update 2024

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  • Опубліковано 15 вер 2024

КОМЕНТАРІ • 68

  • @Motionworks
    @Motionworks 2 місяці тому +12

    Maybe add "Shift" when clicking on other parameter reveal buttons to automatically lock any parameters that are already revealed. This would save having to lock a panel before clicking another reveal button.

    • @RizomUV
      @RizomUV  2 місяці тому +8

      That's not bad at all my friend 🙂👍

    • @Hype3D-dp9fg
      @Hype3D-dp9fg 2 місяці тому +4

      i had the same option in my mind when he started to explain how the "lock" works... would be a nice timesaver

  • @Tahldon-kun
    @Tahldon-kun 13 днів тому +1

    Hey, thanks for taking the time to go through all of these changes. This helps immensely, especially with how you systematically broke it all down. Seriously, thanks a ton for your work and great job on the presentation.

  • @cjadams7434
    @cjadams7434 2 місяці тому +3

    this is totally a brand new application as far as I’m concerned well done well done well done!

    • @RizomUV
      @RizomUV  2 місяці тому +1

      Thanks 🙂

  • @reaktorleak89
    @reaktorleak89 2 місяці тому +2

    Actually you were right, the first time I opened Rizom I was overwhelmed and didn't touch it since. But with this update I'm willing to go back in.

  • @Grezgo
    @Grezgo 2 місяці тому +6

    As for somebody who wanted to try the rizom for first time I feel like with new UI all the tutorials and guides seems to be outdated are you guys going to update the RizomUV Basics playlist to the new 2024 UI ?

    • @RizomUV
      @RizomUV  2 місяці тому +1

      Yes

    • @hoho7029
      @hoho7029 2 місяці тому

      @@RizomUV good, because learning from your tutorials is great, but as theres no (or at least i dont know about it) search bar its very hard sometimes to follow them as have to open/check all tabs to try to find what tutorial is telling me about

  • @MrAdamJW
    @MrAdamJW 2 місяці тому +4

    This is looking amazing. What an update. ! !
    I guess the only thing is.... Please make the new right-click context menus DARK, or have them match the UI... White just seems so odd compared to the rest of the UI. Nit-picking I know.

    • @RizomUV
      @RizomUV  2 місяці тому

      Thank you!
      You're not Nit-picking at all, as I've already made the same request.

  • @super-six-four
    @super-six-four 2 місяці тому +2

    reeeeally handy and useful update!!!
    in a previous versions windows and tools layout were unsavory and discomfort.
    i wish you to think about the depressive UI color scheme as well. make it more pleasant and saturated, contrast and less dark.

  • @MB-rg7sc
    @MB-rg7sc 2 місяці тому +4

    The new update has some interesting ideas but having things that were previously available at all times now being hidden behind dropdowns and unfoldable menus is just tedious
    While the initial UI is much cleaner the right side of the screen is now completely filled with way more random stuff that was just fine where it was (like the fill or prevent overlaps toggles)
    Not being able to save the UI is also quite annoying

  • @jaguelo1
    @jaguelo1 22 дні тому +1

    Thank you, it make sense now.

  • @ZodiacII
    @ZodiacII Місяць тому +7

    I'm a new artist and and can't find any new A-Z tutorial how this New RizomUV work. All tutorial from the old version. Can you guy please release some new tutorial?

    • @RizomUV
      @RizomUV  25 днів тому

      We will be updating them soon.

    • @ZodiacII
      @ZodiacII 24 дні тому

      @@RizomUV I'm waiting here for too long ^^

  • @BongbokCG
    @BongbokCG 2 місяці тому +3

    Wow, Great💙

  • @lebombe8342
    @lebombe8342 2 місяці тому +2

    Very helpful. Thanks

    • @RizomUV
      @RizomUV  2 місяці тому

      Thanks for checking out RizomUV 2024!

  • @JoshPurple
    @JoshPurple 2 місяці тому +1

    Great work, Great update and Thank You 🏆🏆🏆🏆😁!

  • @ubernoob458
    @ubernoob458 2 місяці тому +2

    Love it but I think the monthly price point is still high for hobbyists that love the tool. Indie pricing for a years license something similar to Autodesk 3ds max would be helpful. I think you would appeal to an even larger audience while still retaining your studio users who pay the premium.

    • @RizomUV
      @RizomUV  2 місяці тому

      Are you looking in the right place on our website?
      A perpetual RizomUV license with 12 months of updates is €149.90
      An indie 3DSMax License is €422.05
      🤷‍♂

    • @firekernelcom
      @firekernelcom 2 місяці тому +1

      brah, 149Euro for Perpetual license of industry standart app...... it's not similar to 3ds max it's perpetual and it's cheaper. Rizom have great price

  • @qwerty7389
    @qwerty7389 4 дні тому

    I've just learned of your software and I was looking to purchase Rizom (or Headus) very soon, I was looking at purchasing this week, as I'm in serious need of a better UV solution. However, your previous, yet thorough tutorials are based on your old UI layout. I can foresee this as being a HUGE sticking point and an area of massive confusion for new students. Will these tutorials be updated and when? Searching for hidden menus has never been my desired solution, especially if you can't tear away pop-up windows to use on multiple monitors... I have 3 monitors

  • @MaximumHorizons
    @MaximumHorizons Місяць тому

    Another thing I would like to see in this wonderful piece of software is perhaps some kind of video on how to manage overlapping islands. I often work with a huge amount of overlap (not just repeating parts, but also islands that I place over hidden or dark areas of the model). For example, I can mark an area (not just a rectangular one, but a more custom shape) and automatically pack all the islands I have selected or those that are unlocked, it doesn’t matter. Now it looks like this, I create an Ambient Occlusion Map, and based on its black and white colors I create a mesh. Empty spaces are automatically filled with small items. This is faster than manual assembly if there are more than a hundred parts, but all these transformations also take time, then, when I’ve already unloaded it, check it, bake it AO, and again, can’t fast select all overlapped islands, when I’ve already passed it through the bridge, and saved the scene in any 3D editor.

    • @RizomUV
      @RizomUV  Місяць тому

      I'm sorry, but I don't really understand what your question is? Are you asking...
      • How do I select overlapping islands?

  • @MaximumHorizons
    @MaximumHorizons Місяць тому +1

    Cool update, one day working to feel comfortable. But can't find checkerboard texture tiling like in older versions, by pressing page up page down keys. Hellllpme😢

    • @RizomUV
      @RizomUV  Місяць тому

      It's under the "UV set" attributes, under the section called "Texture scaling"

  • @leiyan3118
    @leiyan3118 2 місяці тому +1

    Since they have all been made into dropdown menus, why can't dropdown menus automatically pop up like Blender when the mouse pointer hovers? This is very necessary in heavy UV work! I hope that the suggestions can be adopted in future updates. Thank you!

    • @leiyan3118
      @leiyan3118 2 місяці тому +1

      In versions before 2024, icons that users may or may not use were placed outside, causing the UI to look crowded. In the 2024 version, some high-frequency functions actually require multiple clicks to be found, so The UI design of this software has taken two extremes. I personally believe that if a foldable menu is used, it is best to be able to automatically pop up the foldable menu when the cursor hovers (the duration of hovering can be set by the user). Or, like C4D, users can DIY the position of icons themselves, allowing them to put their commonly used items together

    • @RizomUV
      @RizomUV  2 місяці тому

      @@leiyan3118 thanks for the feedback. Yes this can be done. To be 100% clear, you mean what by drop down menu? The icon that displays multiple icon choices like the one to select the texture on the viewport bars?

    • @leiyan3118
      @leiyan3118 2 місяці тому

      @RizomUV Yes, your understanding is completely correct

    • @leiyan3118
      @leiyan3118 2 місяці тому

      @@RizomUV In versions before 2024, icons that users may or may not use were placed outside, causing the UI to look crowded. In the 2024 version, some high-frequency functions actually require multiple clicks to be found, so The UI design of this software has taken two extremes. I personally believe that if a foldable menu is used, it is best to be able to automatically pop up the foldable menu when the cursor hovers (the duration of hovering can be set by the user). Or, like C4D, users can DIY the position of icons themselves, allowing them to put their commonly used items together

    • @RizomUV
      @RizomUV  2 місяці тому

      @@leiyan3118 can you contact Remi on our discord. We did something that you may try. We would like you to confirm that we answer your request before going further dev

  • @GAMERRAZUMNO
    @GAMERRAZUMNO 2 місяці тому

    New interface is much cleaner. Previously I was really overwhelmed with all the clutters and if for some reason I didn't work with the program for some time I always need to returt to your tutorials videos. But, I have a question, it's really annoying me, but why do you have attribute settings on the right side (half of which you use with 3D viewport, which is on the left side) and group panel on the left side (which you use with UV viewport, which is on the right side)? It's like switching between places all over the place. Also, it would be great if I could move or snap the upper panel with UV Sets, Seams, Unwrap, etc, to the right or something, because right now pin functions in Unwrap section located too far away from UV viewport, and when working on UltraWide monitor it's especially feels annoying. Next, I was wondering why I keep selecting faces/edges behind the object and couldn't find the option so here I am looking why it is the way it is, and new approach is much better, reminds me of Fusion360 or something, I don't remember actually, but it would be great for me if I could override the moving options (I'm usually moving mouse from left to right when selecting, so for me it would be great if I could select only faces facing me, and when from right to left then all others).
    Also, about those transitions in the video. With this video and previous it feels dizzy because it's low FPS and too long. If you make this transitions faster and higher FPS it will feel much better.

  • @unintendedxp
    @unintendedxp 2 місяці тому +6

    terrible terrible terrible update. everything is mass. couldnt find anything. its something like start from zero. Thanks god, algorithm still same so there is no feature about that. only terrible interface and uv sheets. no need... 2023 is still best of the best on UV editing.

  • @MatheooPL
    @MatheooPL Місяць тому

    It would be nice if the new group tab also displayed already assigned materials names to meshes. You can select by material, but it's hidden in a dropdown menu.

  • @user-rb1wi2qj7e
    @user-rb1wi2qj7e Місяць тому +3

    They just buried such a good program. For me it died with this update. It's a pity.

  • @goncharovpavel4236
    @goncharovpavel4236 2 місяці тому +1

    Hello!
    How can I save specific Margin and Padding values ​​so that they are loaded when the program starts or the Mesh is loaded? I don’t use gaming standards and I don’t need the canonical 32 px on a 4k grid. How can I fix a custom value instead of correcting it every time I load mash?

    • @RizomUV
      @RizomUV  2 місяці тому

      @@goncharovpavel4236 hi, have a look at the preferences dialog. Default values can be set there. Be careful however that these default values are set only to meshes that don't have these value set already. It means that you'll see a change only if you load a mesh that has no UVs or UVs not created by RizomUV

    • @goncharovpavel4236
      @goncharovpavel4236 2 місяці тому

      @@RizomUV I watched this dialogue) where are the Margin and Padding settings in it? Please tell me. Thank you!

    • @RizomUV
      @RizomUV  2 місяці тому

      @@goncharovpavel4236 - My apologies, I made a mistake. Padding and Margin settings cannot be set as default values. they are set in the main UI.
      Feel free to join our discord and make a feature request: discord.com/invite/UjsFx7Y

    • @goncharovpavel4236
      @goncharovpavel4236 2 місяці тому +1

      @@RizomUV No problem, I was just interested in this option. I joined the channel, I’ll test a new version, I’ll write later)) Thank you for answering the questions.

  • @rovapinov7985
    @rovapinov7985 26 днів тому

    Please tell me where the "block group location" button went? In version 23 there was an option to block the group's boundaries, but now the group moves to any location

    • @RizomUV
      @RizomUV  25 днів тому

      I'm sorry but I have no idea what you mean by "block group location" or "block the group's boundaries", what exactly did this button do? and where was in located in 2023?

    • @rovapinov7985
      @rovapinov7985 22 дні тому

      @@RizomUV This button used to be in "island and groups". It was called "Locked frame". It allows you to lock only the shape and position of a group frame, but elements inside the group can be deformed/repacked.

    • @RizomUV
      @RizomUV  20 днів тому

      @@rovapinov7985 it's now replaced by trims, have look at the TrimSheet tab, located in the left panel docker

  • @user-wc1kz1vl9h
    @user-wc1kz1vl9h 27 днів тому

    Is it possible to remove the menu and just make hotkeys for maya bridge import and export? What commands does the bridge use for export and import?

    • @RizomUV
      @RizomUV  25 днів тому

      What menu are you referring to?

    • @user-wc1kz1vl9h
      @user-wc1kz1vl9h 25 днів тому

      @@RizomUV I meant the interface of the bridge plugin for Autodesk Maya, from the official page of RizomUV (Lightwave3D Bridge). Is it possible to create commands for export/import in Python for Lightwave3D Bridge in order to use them for hot keys or Marking Menu in Maya. Or they are somewhere and I just haven’t found them.

    • @RizomUV
      @RizomUV  22 дні тому

      @@user-wc1kz1vl9h - We don't create or maintain any of the bridges. These are made by independent 3rd party devs. You'll have to ask the creator.

  • @soujirooda7989
    @soujirooda7989 Місяць тому

    why is it that when I set a texel density on a shell then use pick density on said shell it gives a different texel density all of a sudden.

    • @RizomUV
      @RizomUV  Місяць тому

      we fixed the issue, check if you run the last update

  • @arejustpolygons8890
    @arejustpolygons8890 2 місяці тому

    I think rizom needs a similar pack by material just like PackMaster for some companies workflow is a most,

    • @RizomUV
      @RizomUV  2 місяці тому +2

      We already have that, for quite some time now 🤷‍♂

  • @yungbuttermilch
    @yungbuttermilch 2 місяці тому +2

    Is it a free update for users with maintenance?

    • @RizomUV
      @RizomUV  2 місяці тому +3

      If you have a license that isn't expired, it's all yours 🙂

  • @vi8799
    @vi8799 Місяць тому

    At first I liked the interface changes, but after a while I started to notice that I had to repeatedly open and close the same tabs because they no longer fit on the screen at the same time, while having a lot of empty space. Different menus, often with repeated names, are now scattered on different sides of the screen, which causes me confusion.
    If I try to move the vertical border of the tools (right panel), making it narrower, some of the buttons, instead of being reorganized into the next row, are simply removed from the screen. As a result, I am forced to keep this panel as wide as possible, so that the widest row of buttons fits into it. It's just inconvenient, instead of making the interface cleaner, I'm forced to waste space on empty panels.

    • @RizomUV
      @RizomUV  Місяць тому

      You realise you can lock panels so you can keep the ones you want to view on screen right?
      In regards to your second issue, do you happen to have a low resolution screen?

    • @vi8799
      @vi8799 Місяць тому

      @@RizomUV 1. Yes. All the buttons I needed previously fit the entire screen in height, now they don't. You've increased the amount of empty space on each shelf, the height of the header, and so on.
      2. I have full hd screen tablet + 4k (200% or so scaling) setup so basicaly they look the same in terms of icons/button size. The height of the entire right panel is now determined by the widest shelf, because otherwise the buttons fall outside the screen and cannot squeeze like in blender or be reached or moved in any way except by making the panel wide enough. At the same time, most of the other shelves are half empty and cannot be filled.
      Most of these problems would be solved by a manual editing for each shelf, like in Zbrush, where any button can be placed anywhere. I don't use half of the buttons anyway, some of them have hotkeys. I'd rather make one big custom shelf with all buttons I need, and hide the rest.
      The previous interface was a bit button-heavy, but it was functionally simple and had everything I needed. Now it's overloaded with "buttons to access buttons".

    • @RizomUV
      @RizomUV  Місяць тому

      @@vi8799 - Could you join our discord? discord.com/invite/UjsFx7Y
      Chat will be more immediate, plus we can share images.

  • @super-six-four
    @super-six-four 2 місяці тому

    is it tablet friendly?

  • @qp_fa
    @qp_fa 2 місяці тому

    Hi. I want to know what is the difference between VS and RS ? I've read on your website but can't imagine :/ Can u guys pls explain more ?
    And I think that we should have a custom function for bring the old UI back :D I like the old one

    • @RizomUV
      @RizomUV  2 місяці тому +1

      Virtual Spaces = Your model / UVs are going to end up in a Virtual Space (rendering, game engine)
      Real Space = Your UVs are going to be brought into the real world (think laser cutting guides, manufacturing)
      Regarding the UI, we're not bringing the old one back.