Accessibility: Rigging bone text cannot be resized independently #80175
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Reference: blender/blender#80175
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System Information
Operating system: Darwin-20.0.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.0.33
Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-08-26 21:53, hash:
479ce00809
Worked: (newest version of Blender that worked as expected)
Short description of error
Let me show you an example of Rigging on bone text.
The text in viewport here is too small.
So I try to increase Theme > Text style > widget > points.
But it also creates overlapping blocks in the rest of the interface. This is problematic when they cannot be resized by command + two finger scroll (MMB), like in top bar menus.
Changing resolution doesn't work since the menus eat up a lot of space on the screen.
Exact steps for others to reproduce the error
See previous link https://developer.blender.org/T79059
Enable armature names in Object data properties.
Attempt to resize the name of the bone.
Added subscribers: @blenderrocket, @ankitm, @lichtwerk, @FilipMond, @Kent-Davis
#79059 was marked as duplicate of this issue
Added subscriber: @iss
I know you went over this, but can you give example where resolution scale is not enough? Resolution scale should resolve your problem, otherwise it's bug.
When one needs a wide viewport with big text (armature names). Changing resolution also makes the available space in 3d viewport small.
As Kent wrote in an example #79059#981468,
Enable armature names:
Now attempt to increase the size of the word "Bone". I only know one method: by increasing Text style > widget > points.
(I don't know about the code, so it may not be possible)
The requested functionality is for the viewport text size to be editable like in properties panel, N-panel etc: command + two finger scroll.
Another way is to decouple viewport text size from widgets.
Added subscribers: @HooglyBoogly, @ChristopherAnderssarian
Preferences > Theme > Text Style need height fit without overlap Part 2to Accessibility: Rigging bone text cannot be resized independentlyAdded subscriber: @JulianEisel
Added subscriber: @jenkm
I suggest decreasing the limit for maximum text size to 24.
Removed subscriber: @blenderrocket
We just did discuss and I found out. Change not talk about Rigging.
Ignore about rigging. I talk about Text Style to show you 4 pictures.
Focus on Properties, Menu, and everything.
What is the motivation/ need to change the text size to this high ?
Sighyou still don't understand 4 pictures.
Added subscriber: @Mets
I think you need Interface Scale, not text size.
video-2020-08-28_12.45.59.mp4
As mentioned before, it might be nice to limit the text size at the size that the UI can handle, or not let it be customized independently at all. But having too much freedom is hardly a bug.
It also would be nice to add a property for specifically bone name display size, but that's a feature request and doesn't belong on the bug tracker. It would be a bug if bone name display size didn't change with the resolution scale, but it does. I don't think there's a bug here, so closing for now.
Changed status from 'Needs Triage' to: 'Archived'
You still stubborn make me mad! You ignore me as well and you are hate me!
You still ignore me as well what focus Text Style. I am not talk about Interface.
Focus on Text Style code to fix height!
I believe you REJECT me.
Unfortunately we have strict definitions for what a bug is. A bug is a behaviour that's not working as the developers intended. A bug is NOT a feature that's not working as the user expected. I just don't see a bug here. Feature requests should go to https://blender.community/c/rightclickselect/.
I am still curious though, Where resolution scale is not enough? Why you insist on fixing text style? There may be design implication we are not aware of but we don't understand it.
Though I would agree handling this issue on tracker is not the best option.
@iss yes and I read your message so I take video record on my iPad Pro and upload to youtube so you can see.
I do sign language. I am full deaf. I don't speak voice.
https://youtu.be/5lSP_T_2gBw
@Kent-Davis Is there a reason you can't do this? To again reiterate, this will help negate the issues you're having.
Still haven't see you push the resolution scale past 2.00...
Christopher_Anderssarian ignore about rigging. I show youtube last one
I see (View) menu list
If I understand correctly, controls are OK with resolution scale = 2, but you still want text to be larger.
I can see how this helps you, but this would be significant change that needs proper design. It would be more a project to work on than a bug.
@iss did you see I do sign language to show you?
Sorry, my comment should be question. I just wanted to confirm if I undesrstand you correctly.
@iss
I am not good english to explain text only.
ICON = Stay is the same no change scale. See youtube of (Text Style)
Text = Can do Text Style.
Make sure to fix height to be fit without overlap.
@jenkm ok
Removed subscriber: @FilipMond
If I understand the issue correctly, increasing the DPI a lot is not an option, because it leaves too little space to work with. So to get the viewport fonts big enough, the theme's text style settings are used, but doing so makes the text elsewhere larger than the buttons.
Maybe we should have a separate text style in the theme for viewport text. I wouldn't be opposed to it, so if somebody wants to create a patch for it, feel free.
Besides that, I think limiting the point size like @jenkm proposes makes sense.
Oh well I talk about text style this button must to fix code height to be fit. I send picture already.
@jenkm 's patch D8749 will fit the text in the box without overlap. Julien is not opposed to that.
Added subscriber: @RenaKunisaki
+1, I want to increase the size of only the bone names. I don't want to change UI scale or DPI because that will make everything bigger. Especially with Japanese letters, they can be too small to read sometimes.
@RenaKunisaki yes I agree with you. Text Style need to fix code also Japanese.
Added subscriber: @Harley
I don't actually think that what Kent is wanting is really addressed in this Text Style area.
In fact what he is specifically asking for (that text boxes increase in vertical size so that they can contain the text when made larger, without increasing everything else using UI scale) could be addressed by just adding a separate "Icon Size" slider next to "Resolution Scale". In that way you could have larger text without having huge icons as well.
But I think fundamentally what he needs is to have more - not sure what we call it exactly - local 2D zooming...
Right now I can ctrl-Middle mouse drag to increase the size of the contents of the Properties area. That is a start, but it would better if I could also do same for the tabs area in Properties. Or anywhere in the Outliner. And everywhere else.
Inside the 3D viewport we can do so for the Toolbar and for the Sidebar. But it would be better if we could also do so for the navigation gizmo, the "redo" panel, and the the overlay and other text displayed inside this editor. It might even be nice to do so for headers.
Changed status from 'Archived' to: 'Confirmed'
As it was also mentioned in https://devtalk.blender.org/t/2020-08-31-ui-team/15106/1 under other topics, reopening.
Sorry Kent for taking over your bug report. The original report #79059 is resolved, and this one will be used for viewport text styles.
Since the proper solution here is not clear (and the specifics of the problem aren't super clear either), I'm classifying this as a design task.
I definitely think Blender developers have been treating
UI scale
as the generalized answer to these accessibility concerns. I guess that's not the best option for everyone.But if it's agreed that isn't the solution, we should decide what the proper solution is.
I like @Harley's idea about being more consistent about local 2D zooming. As an example of my last point though, local middle mouse button zooming was recently disabled
in the redo panel to solve a bug. (Don't remember the commit, but it's an example of the haphazard design around those sorts of features.)
February 9, 2023
Blender 3.5.0
Try hard think about text auto separate without overlap text on Armature.
See picture.
I edit on Affinity Designer to show you and you can see without overlap text.
Now I found to tell you. Text avoid overlap https://blog.revolutionanalytics.com/2016/01/avoid-overlapping-labels-in-ggplot2-charts.html
Still overlay text on armature each bone.