The design and implementation of an Open Source animation tool.

July 3, 2007

Auditioning Your Assets

Even with tags and thumbnails, you won't always be certain that an asset is really the one you want just by looking. This is particularly true for animated scenes (where the frame in the thumbnail may not be the most distinctive one) and for audio clips (where the thumbnail simply isn't that helpful). So, we talked about two possible ideas for having some kind of in-place live preview for the asset pane:
  1. A big "play" button that appears in the corner of the thumbnail when you mouse over it (Google Video style); you would click it to start the preview playing
  2. Simply mousing over the thumbnail starts it playing
The second one seems more convenient, but it could also be annoying. If things start playing as soon as the user mouses over them in the asset pane, the user's likely to start avoiding it with the mouse. Adding a little delay before the clip started playing would help, but such a delay has a couple disadvantages: the user might get impatient waiting (it not being evident how long they have to wait), and they might get startled if they don't gauge the timing right.

As a result, I'd like to suggest a combination of the two approaches: when the user mouses over a non-static asset in the asset pane, they get a round play button in the corner of the clip with a "marching circles" countdown around its perimeter. If they want a preview, they can either click the button or wait for the countdown to complete. If they don't, they can clearly see how much time they have to move the mouse out of the thumbnail before the countdown expires.

The button would disappear once playback began, but only after a delay. During that time, clicking on it would have no effect. That way, the user can't "miss" if they meant to click on it to start playback but weren't quite fast enough. Other than that, clicking on a playing clip (being the usual prelude to dragging or double-clicking it) would stop it playing, as would mousing out of it.

Auditioning should probably be disabled at certain times, like when the current scene is being played back.

Oh, and one last nicety: the audio levels for loud clips should be dropped/normalized when they are auditioned so that the user doesn't accidentally blow out their eardrums when they have the volume turned up (e.g. because they are working on a stretch of animation with quiet dialogue).

5 comments:

mgsloan said...

Perhaps for the hover, it's if the mouse is still for a short duration, like half a second. This, combined with the likely delay of playage should be enough time to not be annoying. Also, since the mouse must be still (I'm thinking still relative to the pic, so scrolling would certainly restart the timer), it'd be less likely to accidentally do this once you know it can.

MenTaLguY said...

Hmm. Having to hold precisely still seems like it could be frustrating if you're flipping through a lot of clips trying to find the right one; in contrast to "get the mouse inside the box" it's not actually that easy to do as a repetitive action.

mgsloan said...

I suppose that's true. I think this particular issue is a TBD. The hover version is much easier to implement than the button, so we should go with the hover initially.

Unknown said...

What about different borders around the images?
The border is clearly not belong to the image. So if its a movie it has always a lila border for example.

Another idea: a slightly bigger border and it can be have a play icon outside the thumbnail area.

Khiraly

MenTaLguY said...

So long as we have the countdown cue, I'm okay with just doing mouseover initially.