Rigify's Quat/Euler Converter is wrongly put in the "view" panel instead of tools. #76652

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opened 2020-05-11 20:54:25 +02:00 by Luciano Muñoz Sessarego · 20 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87

Blender Version
Broken: version: 2.83 (sub 15), branch: master, commit date: 2020-05-10 06:26, hash: blender/blender@eaee2b4119
Worked: 2.79x

Short description of error
The "Rigify Quat/Euler Converter" panel is in the view menu of the N panel while if anywhere it should live in the Tool tab instead.

Exact steps for others to reproduce the error
Go to addons.
Turn on rigify.
View 3D > add armature > metarig.
Select the metarig, go to the armatures properties
Under "Rigify Buttons" click on the GENERATE RIG button.
Select the newly created rig.
Press N to open the N panel.
Go to View,
find the right panel in the wrong place :)

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 **Blender Version** Broken: version: 2.83 (sub 15), branch: master, commit date: 2020-05-10 06:26, hash: `blender/blender@eaee2b4119` Worked: 2.79x **Short description of error** The "Rigify Quat/Euler Converter" panel is in the view menu of the N panel while if anywhere it should live in the Tool tab instead. **Exact steps for others to reproduce the error** Go to addons. Turn on rigify. View 3D > add armature > metarig. Select the metarig, go to the armatures properties Under "Rigify Buttons" click on the GENERATE RIG button. Select the newly created rig. Press N to open the N panel. Go to View, find the right panel in the wrong place :)
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Added subscriber: @LucianoMunoz

Added subscriber: @LucianoMunoz
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Added subscriber: @dr.sybren

Added subscriber: @dr.sybren
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Added subscribers: @dfelinto, @icappiello

Added subscribers: @dfelinto, @icappiello
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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this was probably done unintentionally.
I recall basic porting from 2.7 to 2.8 was done by @dfelinto. Probably at that time 2.8 ui wasn't retained to be final. Since then nobody ever cared about moving it back to tools since everyone probably thought that dalai did put that there for a particular reason and/or nobody cared about.

This should be definitely moved to "tools" in my opinion.

EDIT:
in 2.79 we used to have it in its own separate panel named "rigify_utils", except for that panel being placed in the toolshelf instead of the properties panel. I don't know if there are some new restrictions to having custom tabs inside panels, but since this is loaded by rigify maybe naming it accordingly would be a good idea from an user experience point of view.

this was probably done unintentionally. I recall basic porting from 2.7 to 2.8 was done by @dfelinto. Probably at that time 2.8 ui wasn't retained to be final. Since then nobody ever cared about moving it back to tools since everyone probably thought that dalai did put that there for a particular reason and/or nobody cared about. This should be definitely moved to "tools" in my opinion. EDIT: in 2.79 we used to have it in its own separate panel named "rigify_utils", except for that panel being placed in the toolshelf instead of the properties panel. I don't know if there are some new restrictions to having custom tabs inside panels, but since this is loaded by rigify maybe naming it accordingly would be a good idea from an user experience point of view.
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anyway you don't need to do all that stuff to replicate the issue.

given that rigify is loaded as addon

just:

  • add a bone
  • go to pose mode

the converter is meant to be available to all armatures.

anyway you don't need to do all that stuff to replicate the issue. given that rigify is loaded as addon just: * add a bone * go to pose mode the converter is meant to be available to all armatures.

In #76652#929676, @icappiello wrote:
This should be definitely moved to "tools" in my opinion.

@icappiello you are listed as one of the Rigify authors, so I can make & commit those changes immediately if you approve. Personally I would suggest adding a new tab Rigify for this, which would then also get the Rigify Dev tools. See D7745.

> In #76652#929676, @icappiello wrote: > This should be definitely moved to "tools" in my opinion. @icappiello you are listed as one of the Rigify authors, so I can make & commit those changes immediately if you approve. Personally I would suggest adding a new tab Rigify for this, which would then also get the Rigify Dev tools. See [D7745](https://archive.blender.org/developer/D7745).
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as Ivan has adviced, and I concurr, this isnt a tool purely for rigiy, it aids the entire animation workflow, i'm surprised it's not part of blender itself, and creating a rigify tab just for this will only add to clutter, it's a tool and i believe it should live under the tools panel....
Not like "workspace" under the tool panel that should definitelly be removed from the n panel completely.

as Ivan has adviced, and I concurr, this isnt a tool purely for rigiy, it aids the entire animation workflow, i'm surprised it's not part of blender itself, and creating a rigify tab just for this will only add to clutter, it's a tool and i believe it should live under the tools panel.... Not like "workspace" under the tool panel that should definitelly be removed from the n panel completely.

This issue was referenced by 9a9832d5d7

This issue was referenced by 9a9832d5d7fe61a446516f2e2722f8356bd7e709

@LucianoMunoz what about the other panels? There are Rigify Dev Tools (visible when editing a mesh or armature) and Rigify Animation Tools. These were also in the View tab.

@LucianoMunoz what about the other panels? There are Rigify Dev Tools (visible when editing a mesh or armature) and Rigify Animation Tools. These were also in the View tab.
Member

@dr.sybren as stated before, i'd prefer as you already did, "Rigify" or "Rigify Utils".
I agree adding this in blender itself would be nice (and would require some more work on the code in my opinion), but until then i think it's better to be clear about who put that in the ui.

p.s.
originally was implemented as gift for users that were enabling rigify add-on and was also intended to make people curious about what more the add-on was capable of doing.

@dr.sybren as stated before, i'd prefer as you already did, "Rigify" or "Rigify Utils". I agree adding this in blender itself would be nice (and would require some more work on the code in my opinion), but until then i think it's better to be clear about who put that in the ui. p.s. originally was implemented as gift for users that were enabling rigify add-on and was also intended to make people curious about what more the add-on was capable of doing.
Member

In #76652#932384, @dr.sybren wrote:
@LucianoMunoz what about the other panels? There are Rigify Dev Tools (visible when editing a mesh or armature) and Rigify Animation Tools. These were also in the View tab.

all of these should definitely go under "Rigify"

@dr.sybren as i said i don't know if there are restrictions on that , maybe @WilliamReynish can give some hints. I thik would be nice to have JUST "Rigify" and not cluttering the UI with instances of "Rigify+something" depending on context.

> In #76652#932384, @dr.sybren wrote: > @LucianoMunoz what about the other panels? There are Rigify Dev Tools (visible when editing a mesh or armature) and Rigify Animation Tools. These were also in the View tab. all of these should definitely go under "Rigify" @dr.sybren as i said i don't know if there are restrictions on that , maybe @WilliamReynish can give some hints. I thik would be nice to have JUST "Rigify" and not cluttering the UI with instances of "Rigify+something" depending on context.
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Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish
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I dont think so, since you want to access them when animating and that will separate them from the transforms.
otherwise you'll have to change tabs all the time.
That's why i dont thinks so also consider that they only appear when the rig is selected so no bothering other tasks not even other rigs.

I dont think so, since you want to access them when animating and that will separate them from the transforms. otherwise you'll have to change tabs all the time. That's why i dont thinks so also consider that they only appear when the rig is selected so no bothering other tasks not even other rigs.
Member

In #76652#932396, @LucianoMunoz wrote:
I dont think so, since you want to access them when animating and that will separate them from the transforms.
otherwise you'll have to change tabs all the time.
That's why i dont thinks so also consider that they only appear when the rig is selected so no bothering other tasks not even other rigs.

for that you can "pin" the panel. Right click>pin

> In #76652#932396, @LucianoMunoz wrote: > I dont think so, since you want to access them when animating and that will separate them from the transforms. > otherwise you'll have to change tabs all the time. > That's why i dont thinks so also consider that they only appear when the rig is selected so no bothering other tasks not even other rigs. for that you can "pin" the panel. Right click>pin
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i can, 99% of people don't know that pining exist, again,
its a panel that only exist when a rig is selected should be better put there it wont intrude any sort of other workflows.

but at the end of the day i don't make any decisions, is just a suggestion based on experience, do as you guys wish .

i can, 99% of people don't know that pining exist, again, its a panel that only exist when a rig is selected should be better put there it wont intrude any sort of other workflows. but at the end of the day i don't make any decisions, is just a suggestion based on experience, do as you guys wish .
Member

In #76652#932403, @LucianoMunoz wrote:
i can, 99% of people don't know that pining exist, again,
its a panel that only exist when a rig is selected should be better put there it wont intrude any sort of other workflows.

As long as it is brought there by rigify it doesn't make sense to me.
You should open a feature request for having it implemented in blender itself, then i'd agree with you on its placement.

but at the end of the day i don't make any decisions, is just a suggestion based on experience, do as you guys wish .

This is an open discussion to explore the potential issues from all the angles.

> In #76652#932403, @LucianoMunoz wrote: > i can, 99% of people don't know that pining exist, again, > its a panel that only exist when a rig is selected should be better put there it wont intrude any sort of other workflows. As long as it is brought there by rigify it doesn't make sense to me. You should open a feature request for having it implemented in blender itself, then i'd agree with you on its placement. > > but at the end of the day i don't make any decisions, is just a suggestion based on experience, do as you guys wish . This is an open discussion to explore the potential issues from all the angles.
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i'm talking about the rigify layers and rigify main properties as follow up of @dr.sybren 's other question " what about the other panels?" on what to do with the other panels,
Rigify's Quat/Euler Converter should stay in tools.

i'm talking about the rigify layers and rigify main properties as follow up of @dr.sybren 's other question " what about the other panels?" on what to do with the other panels, Rigify's Quat/Euler Converter should stay in tools.

@icappiello if you agree that the panels should all be in a tab named "Rigify", please accept D7745 ;-)

@icappiello if you agree that the panels should all be in a tab named "Rigify", please accept [D7745](https://archive.blender.org/developer/D7745) ;-)

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Sybren A. Stüvel self-assigned this 2020-05-19 12:51:43 +02:00
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Reference: blender/blender-addons#76652
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