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However it should be possible to provide a good UX for editing AE templates with a little bit of work. Basically we'd need to do a little custom mel generation to mGui-ify the build and update functions of a template, along with a little bit of guard code to make sure existing templates are loaded and can be post-edited to add stuff.
I've done this once, a few years ago and it was fine after the learning curve; doing it neatly would be a nice way to open up a whole range of user-facing UI that people often avoid today.
Thoughts?
The text was updated successfully, but these errors were encountered:
So are you thinking we'd mess with the existing UI in place?
Or generate a AE<Node>Template.mel file?
Or should we look at targeting the AE<Node>Template.xmlformat instead?
My main idea was to target post-editing existing AE templates because they are so ghastly to work with. I think we could also create a standard mel shim that just imported MGui and loaded an mGui script so people could write their UIs in the way they usually do but with some extra magic hookup work.
As everybody knows ... AE Templates stink.
However it should be possible to provide a good UX for editing AE templates with a little bit of work. Basically we'd need to do a little custom mel generation to mGui-ify the
build
andupdate
functions of a template, along with a little bit of guard code to make sure existing templates are loaded and can be post-edited to add stuff.I've done this once, a few years ago and it was fine after the learning curve; doing it neatly would be a nice way to open up a whole range of user-facing UI that people often avoid today.
Thoughts?
The text was updated successfully, but these errors were encountered: