Roadmapping

Dmitry Kazakov dimula73 at gmail.com
Wed Nov 15 10:29:38 GMT 2023


HI, all!

> Finally, it's probably also worth having a very broad idea of what the *long-term
plan* for Krita is.

I would like to propose a long-term goal like that: "better support of
mobile devices". I'm not sure about the details, but it might be a good
idea to allow let people using Krita for professional work at workstations
to use the same app for sketching on their tablet and/or touch/stylus-based
laptop.

On Thu, Nov 9, 2023 at 12:12 AM Emmet O'Neill <emmetoneill.pdx at gmail.com>
wrote:

> Oh, and, another thing I've been thinking about for a while is the idea of
> a "*workflow project*", where we hone in on one simple use case like
> "comics", "character design", etc.
> From there we can come up with a list of concrete problems and potential
> improvements related to that use case, and we plan projects based on that.
> I think this could motivate us in the short term to work together on more
> closely related projects and focus future updates on things that we know
> will make a big impact for certain kinds of artists.
> (As in, Krita 5.X is mostly geared towards *comics*, then Krita 5.Y is
> focused on *painting* improvements, then animation, and so on.)
>
> Finally, it's probably also worth having a very broad idea of what the *long-term
> plan* for Krita is.
> So for example if we want to have a major UI overhaul that defines Krita 6
> (or something like that), we can come up with guidelines now that we can
> gradually put into place over time.
>
> Hopefully I haven't suggested these things before, I'm still feeling a bit
> sick and drowsy. lol
>
> On Wed, Nov 8, 2023 at 2:47 PM Emmet O'Neill <emmetoneill.pdx at gmail.com>
> wrote:
>
>> Oh yeah, good thinking. Let's set up a meeting in the coming weeks.
>> Honestly, I totally forgot about this document. But judging by how much
>> of this stuff we made good progress on, making it was probably a good move.
>> :)
>>
>> Here are a few quick notes wrt the stuff that I know most about:
>>
>> For *animation*, I think that the most important remaining items on that
>> list are:
>>
>>    - Reference frames (though this might require some changes to
>>    rendering overlays/onion skins, iirc)
>>    - Audio waveform view (no clue how how work is involved in this one
>>    frankly)
>>    - Animation clips (I don't think this would be too much technical
>>    work, but this would require us to design a nice ux/workflow)
>>
>> The rest of the points are in the nice-to-have category, but probably not
>> worth prioritizing.
>>
>> And when it comes to *storyboarding*, I think the main limitation of
>> Krita as a boarding tool is that each scene is confined to the same canvas
>> size.
>> This means that it's hard to express common shots where "camera" movement
>> (panning/trucking/etc) is involved.
>> (I'm not sure if that explanation is clear, but I have some storyboard
>> books here that I could share as examples.)
>>
>> I think supporting variable scene canvas sizes would be a big job and
>> probably require changes to the document and image.
>> It's probably something that we need if we want to take storyboarding to
>> the next level, but I'm not sure if that's worth prioritizing over other
>> things/workflows.
>>
>> On Wed, Nov 8, 2023 at 2:38 AM Halla Rempt <halla at valdyas.org> wrote:
>>
>>> On woensdag 8 november 2023 11:13:05 CET Halla Rempt wrote:
>>>
>>> > ==== Clipping Masks (nobody) ====
>>> >
>>> > No action, though Wolthera has an open MR with support for PSD text,
>>> shapes and guides.
>>>
>>> There's also https://invent.kde.org/graphics/krita/-/merge_requests/1813
>>>
>>>
>>>
>>>
>>>

-- 
Dmitry Kazakov
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