RizomUV: User Interface Update 2024

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  • Опубликовано: 28 июл 2024
  • In this video we take an overview of the new user interface, in RizomUV 2024.
    Follow us online! see the below links.
    Website: www.rizom-lab.com/
    Discord: / discord
    Facebook: / rizomuv
    Twitter: / rizomuv
    Instagram: / rizom_uv
    LinkedIn: / rizom-lab
    #RizomUV #RizomLab #UVUnwrap #UVUnwrapping
    0:00 Introduction
    0:21 Why Change the UI?
    1:28 The New UI in RizomUV 2024
    1:45 The Top Bar
    2:07 Attributes System
    3:00 Attributes Locking
    3:49 Panel Subsections
    4:21 Groups Outliner
    6:07 Group Customization
    7:41 Trim Sheet Tools
    8:06 Tags
    8:57 Contextual Menu
    9:49 Bottom Panels Relocated
    11:11 Snapping Tools
    11:56 Dropdown Buttons
    12:47 Dropdown Menu Behaviour
    13:12 Viewport Options
    13:31 Numeric Input Behaviour
    14:12 Sizable Side Panels
    14:25 Native High DPI Screen Support
    14:46 Full UI Scaling
    15:44 Outro

Комментарии • 52

  • @Motionworks
    @Motionworks Месяц назад +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  Месяц назад +8

      That's not bad at all my friend 🙂👍

    • @Hype3D-dp9fg
      @Hype3D-dp9fg Месяц назад +4

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

  • @cjadams7434
    @cjadams7434 Месяц назад +3

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

    • @RizomUV
      @RizomUV  Месяц назад +1

      Thanks 🙂

  • @MrAdamJW
    @MrAdamJW Месяц назад +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  Месяц назад

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

  • @reaktorleak89
    @reaktorleak89 18 дней назад +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.

  • @super-six-four
    @super-six-four Месяц назад +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.

  • @BongbokCG
    @BongbokCG Месяц назад +3

    Wow, Great💙

  • @MB-rg7sc
    @MB-rg7sc Месяц назад +3

    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

  • @lebombe8342
    @lebombe8342 Месяц назад +2

    Very helpful. Thanks

    • @RizomUV
      @RizomUV  Месяц назад

      Thanks for checking out RizomUV 2024!

  • @MaximumHorizons
    @MaximumHorizons 8 дней назад

    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  7 дней назад

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

  • @Grezgo
    @Grezgo 28 дней назад +5

    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  27 дней назад +1

      Yes

    • @hoho7029
      @hoho7029 25 дней назад

      @@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

  • @JoshPurple
    @JoshPurple Месяц назад +1

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

  • @ubernoob458
    @ubernoob458 Месяц назад +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  Месяц назад

      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 Месяц назад +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

  • @MaximumHorizons
    @MaximumHorizons 8 дней назад +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  7 дней назад

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

  • @leiyan3118
    @leiyan3118 25 дней назад +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 25 дней назад +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  25 дней назад

      @@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 25 дней назад

      @RizomUV Yes, your understanding is completely correct

    • @leiyan3118
      @leiyan3118 25 дней назад

      @@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  22 дня назад

      @@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 Месяц назад

    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.

  • @goncharovpavel4236
    @goncharovpavel4236 24 дня назад +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  24 дня назад

      @@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 24 дня назад

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

    • @RizomUV
      @RizomUV  24 дня назад

      @@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 24 дня назад +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.

  • @super-six-four
    @super-six-four Месяц назад

    is it tablet friendly?

  • @soujirooda7989
    @soujirooda7989 6 часов назад

    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  6 часов назад

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

  • @vi8799
    @vi8799 3 дня назад

    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  2 дня назад

      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 2 дня назад

      @@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  2 дня назад

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

  • @arejustpolygons8890
    @arejustpolygons8890 Месяц назад

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

    • @RizomUV
      @RizomUV  Месяц назад +2

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

  • @yungbuttermilch
    @yungbuttermilch Месяц назад +2

    Is it a free update for users with maintenance?

    • @RizomUV
      @RizomUV  Месяц назад +3

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

  • @qp_fa
    @qp_fa Месяц назад

    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  Месяц назад +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.

  • @unintendedxp
    @unintendedxp Месяц назад +4

    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.