Improvements to the UI

Case number:845813-991513
Topic:Game: Tools
Opened by:HavocVulture
Opened on:Sunday, January 8, 2012 - 22:43
Last modified:Monday, April 27, 2020 - 02:10


Being a 3D artist I know a thing or two about manipulating 3d objects and workflow so here are my suggestions:

-A dark grey or black background option so that when working on a puzzle for hours the user's eyes don't strain.

- Visible move and rotate gizmos like in 3ds max or maya. This way the user will have a better Idea about the axes that the user is rotating or moving the object on. Here is a link for an example:

-I find the zooming in and out function is too slow and in the wrong direction on the mouse wheel.

-More viewports like top and left views would help us with precision

- Lastly a home grid so we know where we are in cyberspace.

If you would Like to pick my brain about 3d UI I would be happy to help.

Keep up the good work
Kevin Manthe

(Sun, 01/08/2012 - 22:43  |  7 comments)

Joined: 10/11/2011
Groups: None

there is the option of a dark background already

Joined: 01/08/2012
Groups: None

Awesome! how can I activate it?

Joined: 10/11/2011
Groups: None

In the game client click on "menu" then "general options".
there you can select "show advanced GUI"
Under "view" you will have a range of options where you can customise your game a bit.

Advanced GUI is only available when you have done the tutorial puzzles.

Joined: 01/29/2012
Groups: None

I don't think this deserves a new thread, and it fits with all of the above. As a new user, I would like to add that the manipulation of viewing angle is somewhat confusing and tedious, compared to 3d modelling programs.

Firstly; I would like to see a mouse sensitivity option.

Personally, I would like the rotation to be at least 2x as fast, that is, currently I can only rotate the protein through 180° at most, dragging the mouse from far left to far right on the screen. I would like the protein to be able to go through at least 360°. Preferably a little more, perhaps 540° and a similar amount vertically. This allows me to quickly get the protein to the view I want.

I also have a habit when working in 3d programs to fling the object around a fair bit to be able to grasp the model in my head, which is difficult to do when I can only move it very slowly.

Secondly; Rotation mode should hold until the mouse is released.

I like being able to rotate the model about the viewing axis by dragging near the top and bottom of the screen. However, I don't like that this rotates the model twice as fast as rotating about the other two axes, and I don't like that rotation switches modes when I accidentally drag the cursor into or out of this area.

Joined: 06/17/2010

Possibility to make 3D view like in 3dmax or something was posted many times b4... looks like i need make all of them to duplicate status.

WeZy's picture
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Joined: 08/06/2010
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Topic: Game: Display » Game: Tools

Coming from any other form of CAd or drawing one is quickly frustrated as can't get the goals.
So basically as a software engineer, I think improvements along the following lines.

- viewport pan navigation e,s,d,f
- viewport rotation around axis parallel to the viewport plain, however, perfectly joined orthogonally.
use keys w,r left and right rotation
- q,a move the axis perpendicularly closet and further away from the viewport.

- translation of objections in focus or select a point.
- required translation only plus, minus for each axis, and rotation.
- 123456789 provides those for each 3d axis.
- r,f for zoom in and out.

then selectors, basically, space bar to select an item under the current crosshair.
use the next set insert, home, page up, delete, end, page down for move the navigation in the correct axis.

Then the other is constraint points, basically, lock something in position, so work on moving the other segments
without that one moving out again.
Lock segments rotation, x,y,z, and movement,x,y,z in the axis pain of the currently selected segment.
num lock zero, del, enter, + minus.

Then the other thing would be / for segment move to coincide for viewport temporally while spinning something in or out.

Then it also looks like side chains come and go but can also only have set the configuration to be permitted in.
So selecting one could have a mode to show the light shadow of all possibilities at once, then visually you see the best one and just pick that one. short cut keys here too.

Otherwise, this feel like such a slow process.

joshmiller's picture
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Joined: 09/08/2017
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Thanks WeZy! I'll look into this.


Developed by: UW Center for Game Science, UW Institute for Protein Design, Northeastern University, Vanderbilt University Meiler Lab, UC Davis
Supported by: DARPA, NSF, NIH, HHMI, Amazon, Microsoft, Adobe, Boehringer Ingelheim, RosettaCommons