XYZ symmetry options: unclear release notes #84518

Open
opened 2021-01-08 13:48:58 +01:00 by Sybren A. Stüvel · 7 comments

The 2.91 release notes for 5502517c3c are lacking, both in clarity of the description and the discoverability of that change for the people it impacts.

  • The change is described in the Sculpting section, under "Sculpting Workflow with multiple objects". However, it is much broader than just that. Since this change also impacts weight painting, it is relevant to riggers as well. It should be described in a place such that riggers can find it.
  • The only description is "XYZ symmetry is now a per mesh settings which is shared between all painting and editing modes". This doesn't convey what this change means practically, it doesn't show the changes in the UI, and doesn't tell riggers how they have to change their workflow to account for this change.

As a side-note, the #animation_rigging module should have been involved in design task #79785 and the review of D8587, since this change impacts workflow of riggers. Instead, it went completely under the radar.

The 2.91 release notes for 5502517c3c are lacking, both in clarity of the description and the discoverability of that change for the people it impacts. - The change is described in the Sculpting section, under "[Sculpting Workflow with multiple objects](https://wiki.blender.org/wiki/Reference/Release_Notes/2.91/Sculpt#Sculpting_Workflow_with_multiple_objects)". However, it is much broader than just that. Since this change also impacts weight painting, it is relevant to riggers as well. It should be described in a place such that riggers can find it. - The only description is "XYZ symmetry is now a per mesh settings which is shared between all painting and editing modes". This doesn't convey what this change means practically, it doesn't show the changes in the UI, and doesn't tell riggers how they have to change their workflow to account for this change. As a side-note, the #animation_rigging module should have been involved in design task #79785 and the review of [D8587](https://archive.blender.org/developer/D8587), since this change impacts workflow of riggers. Instead, it went completely under the radar.
Pablo Dobarro was assigned by Sybren A. Stüvel 2021-01-08 13:48:58 +01:00
Author
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Author
Member

Added subscribers: @dr.sybren, @brecht, @ideasman42

Added subscribers: @dr.sybren, @brecht, @ideasman42

Added subscriber: @angavrilov

Added subscriber: @angavrilov

My opinion that I expressed in chat is that the way symmetry currently works in Weight Paint is completely unacceptable.

The change was obviously designed viewing things from the code side, rather than the user's point of view. As a result, it 'unified' the techical thing of how the common symmetry options are interpreted in painting, without considering the implications of weight paint having its own different X symmetry implementation.

The consequence of that is that you have to toggle the 'common' X symmetry option whenever you switch between Weight Paint and Sculpt/Mesh Edit. This is the anthisesis of unifying and is inviting user error consisting in forgetting to toggle this one time, and thus breaking intended symmetry.

The way symmetry should work is that the common option should toggle any kind of X symmetry, while the weight-paint specific checkbox should switch symmetry between the weight paint specific and the generic one (in case anybody ever wants it). I don't see any reason anybody would want to use both at the same time.

My opinion that I expressed in chat is that the way symmetry currently works in Weight Paint is completely unacceptable. The change was obviously designed viewing things from the code side, rather than the user's point of view. As a result, it 'unified' the techical thing of how the common symmetry options are interpreted in painting, without considering the implications of weight paint having its own different X symmetry implementation. The consequence of that is that you have to toggle the 'common' X symmetry option whenever you switch between Weight Paint and Sculpt/Mesh Edit. This is the anthisesis of unifying and is inviting user error consisting in forgetting to toggle this one time, and thus breaking intended symmetry. The way symmetry should work is that the common option should toggle any kind of X symmetry, while the weight-paint specific checkbox should switch symmetry between the weight paint specific and the generic one (in case anybody ever wants it). I don't see any reason anybody would want to use both at the same time.

We can indeed involve the animation module in future changes to weight painting. At the time the module was not as active and @ideasman42 has been the main maintainer of weight painting, so it was not as obvious this was needed. The release nodes also should have been more complete.

As far as resolving this problem goes, I guess the animation module and @PabloDobarro can figure out the correct solution in {#84520}? And then if you need additional help with the design, involve Campbell and me. And if it's unclear who will implement the solution, involve Dalai.

We can indeed involve the animation module in future changes to weight painting. At the time the module was not as active and @ideasman42 has been the main maintainer of weight painting, so it was not as obvious this was needed. The release nodes also should have been more complete. As far as resolving this problem goes, I guess the animation module and @PabloDobarro can figure out the correct solution in {#84520}? And then if you need additional help with the design, involve Campbell and me. And if it's unclear who will implement the solution, involve Dalai.
Author
Member

In #84518#1090996, @brecht wrote:
The release nodes also should have been more complete.

That's what I intended this task to be for. I think it's a good idea to expand what's there now. It would certainly be helpful if there was a link to the relevant section of the manual. I'm assuming that the manual was also updated for this change, but I don't see any commit mentioning #79785.

As far as resolving this problem goes, I guess the animation module and @PabloDobarro can figure out the correct solution in {#84520}? And then if you need additional help with the design, involve Campbell and me. And if it's unclear who will implement the solution, involve Dalai.

👍

> In #84518#1090996, @brecht wrote: > The release nodes also should have been more complete. That's what I intended this task to be for. I think it's a good idea to expand what's there now. It would certainly be helpful if there was a link to the relevant section of the manual. I'm assuming that the manual was also updated for this change, but I don't see any commit mentioning #79785. > As far as resolving this problem goes, I guess the animation module and @PabloDobarro can figure out the correct solution in {#84520}? And then if you need additional help with the design, involve Campbell and me. And if it's unclear who will implement the solution, involve Dalai. :+1:

Added subscriber: @ArtisticBee

Added subscriber: @ArtisticBee
Philipp Oeser removed the
Interest
Animation & Rigging
label 2023-02-09 14:35:55 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#84518
No description provided.