Object Mode/Workspace Design Conventions #55246

Closed
opened 2018-05-29 12:56:55 +02:00 by Campbell Barton · 6 comments

This design document outlines our plan for object mode handling.

Object Mode Design

  • Object mode is per-workspace
    (from the user perspective).

  • When in a mode, selecting objects never changes the mode.

  • The outliner can move objects in/out of a mode.

    (we may have other ways of handling this too - menu, key bindings etc).

  • When switching modes (besides object-mode), all objects in the current mode

will also change to the new mode.
  • When switching modes from object-mode, the selection is used, where all objects that match the active objects type will also enter the newly selected mode.

  • By convention, toggling objects in/out of a mode,

will also set it's selection.

This way manually going to object mode, then into another mode - will use the same set of objects.

  • When "in a mode" you can't
change to a different mode from the ouliner.

Implications

  • The selection and object mode are only coupled by-convention - just as you can have active-deselected, it will be possible to have unselected objects in the current workspaces mode.
  • When in pose mode, it will not be possible to select other armatures where were not explicitly added to pose mode.
  • There will be cases when you load a file, where the workspace has a mode set, but no objects happen to be in that mode (load without UI for example).
In this case the user will need to add objects to the mode via the outliner for eg.
This is functionally equivilant to loading a file with no objects in 2.79 - where you are still in object mode, it just so happens that you don't yet have anything to operate on.

Notes

  • Pose + weight paint mode may need special handling, for now we can keep it working as it did in 2.79.
  • While selection will mostly match the objects in a mode, this isn't something we can guarantee, since switching between view layers, active scenes, py scripts etc.. may set the selection and not change the mode.
This design document outlines our plan for object mode handling. # Object Mode Design - Object mode is per-workspace *(from the user perspective).* - When in a mode, selecting objects **never** changes the mode. - The outliner can move objects in/out of a mode. *(we may have other ways of handling this too - menu, key bindings etc).* - When switching modes (besides object-mode), all objects in the current mode ``` will also change to the new mode. ``` - When switching modes from object-mode, the selection is used, where all objects that match the active objects type will also enter the newly selected mode. - By convention, toggling objects in/out of a mode, ``` will also set it's selection. ``` *This way manually going to object mode, then into another mode - will use the same set of objects.* - When "in a mode" you can't ``` change to a different mode from the ouliner. ``` # Implications - The selection and object mode are only coupled *by-convention* - just as you can have active-deselected, it will be possible to have unselected objects in the current workspaces mode. - When in pose mode, it will not be possible to select other armatures where were not explicitly added to pose mode. - There will be cases when you load a file, where the workspace has a mode set, but no objects happen to be in that mode (load without UI for example). ``` In this case the user will need to add objects to the mode via the outliner for eg. ``` ``` This is functionally equivilant to loading a file with no objects in 2.79 - where you are still in object mode, it just so happens that you don't yet have anything to operate on. ``` # Notes - Pose + weight paint mode may need special handling, for now we can keep it working as it did in 2.79. - While selection will mostly match the objects in a mode, this isn't something we can guarantee, since switching between view layers, active scenes, py scripts etc.. may set the selection and not change the mode.
Author
Owner

Added subscribers: @ideasman42, @dfelinto

Added subscribers: @ideasman42, @dfelinto
Campbell Barton self-assigned this 2018-05-29 12:57:03 +02:00
Member

Added subscriber: @JoshuaLeung

Added subscriber: @JoshuaLeung
Member

Added subscriber: @brita

Added subscriber: @brita

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

The contents of this task is either implemented or outdated.

The contents of this task is either implemented or outdated.
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#55246
No description provided.