The fact that text of the active is brighter is nice. It makes the active tab stand out more, and it's clear that it's highlighted over the other tabs.
Jan 5 2014
@Campbell Barton (campbellbarton): For the tab metaphor to work, the active tab should have the same color as the area it relates to. That way, there's a connection between the area and the active tab. If the active tab is darker or brighter than the area it spawns, the visual metaphor breaks down, and it no longer looks like a tab.
Jan 4 2014
Ok, I split up the task. Hovering to hide/reveal information is here:
@Paul Andruchiewicz (unbekanntespezi): It already is still visible when you maximise the view. I don't get it.
@Campbell Barton (campbellbarton): The spacing is a definite improvement. Perhaps we can get rid of the I divider line though? It looks like part of the text and hampers the readability somewhat, and I don't think it's really needed.
@Jonathan Williamson (carter2422): That's true.
I think panel header should definitely have a different color. The above mockup and screenshot look quite strange to me though, when I look at them the first thing I see is the hierarchy inverted, as if the dark panel contents is above the light panel names?
@Scott Petrovic (scottpetrovic): While I see some value in increasing the header contrast, it doesn't really solve the main issue, which is what editor does the header belong to?
@Tycho TATITSCHEFF (tychota): Agreed, the border makes sense for colour swatches.
This makes sense. The use of meaningful units is important in Blender. This is an example of a place that needs it.
Would you like to create some new icons for this?
@Campbell Barton (campbellbarton): Yes that's true. They are not necessarily related. I could split this up to get two tasks instead?
@Campbell Barton (campbellbarton): I don't get the argument about it making the text in the buttons more cramped. If it only appears when there's nothing assigned, it doesn't make the text inside the fields anymore cramped at all.
@Paweł Łyczkowski (plyczkowski) also created these alternative icons in his mockup:
@Simon Repp (simonrepp): I don't think the issue you are outlining would occur, because Blender now has 'Continuous Grab' which means the cursor would internally stay put. Just try and drag a text field in a new build - you can drag forever :)
@Warren Bahler (russcript): right, that's a fairly good example of how the UI can become calmer going in this direction
Jan 3 2014
Yep, agreed from here too.
@Jonathan Williamson (carter2422): Indeed, this only requires changes to the theme.
I didn't propose a difference to the way we display IO options, but we could make them more compact by using tabs, like so:
Jan 2 2014
@Brecht Van Lommel (brecht): Agreed, makes sense, would be a great solution.
@Brecht Van Lommel (brecht): Ok, so it's like half the stuff in Particles it attached to the particle 'datablock', but the other half it attached directly to the object data?
@Brecht Van Lommel (brecht): Yes, it's true that we perhaps loose a bit of space this way. But you could still maximise the dialog if you want, so not sure it's really an issue?
Particles systems are not ID blocks and should not have an ID block browser. They can't be shared between objects so it doesn't make sense to choose them, you only have a list of them on an object.
Jan 1 2014
Yes, I think the Filter options (+ Show Hidden) could appear in a second row when Filter is enabled, like so:
Here are some updated mockups for improved File Browser design.
@Jonathan Williamson (carter2422): I don't think we should merge Bookmarks with System Bookmarks. I think we should merge System with System bookmarks. :) That way we have a clear separation between System stuff and Blender user stuff.
Dec 31 2013
@Simon Repp (simonrepp): Yes, the System Bookmarks is meant to reflect the bookmarks in the system-native file browser. It works on the Mac and afaik also on Windows, so that any folder added to the sidebar in Finder (or Explorer) also appears in Blender's System Bookmarks list.
This is a relevant issue, but I don't think it should be solved this way.
Dec 30 2013
How this will work in some areas is still unclear to me. For example object groups, modifiers, constraints, materials, textures, .. it's not entirely clear to me what would be displayed there. In general each object will have a list of things that may or may not match the others. Do you display that list only if it matches and otherwise blank or just for one object? Do you merge those lists (but do you really want to display all modifiers if you select a 1000 objects)?
I've been testing your patch, and it's a great visual improvement already. As @Jonathan Williamson (carter2422) mentions, if you are able to add vertical padding too it would be great.
@Brecht Van Lommel (brecht): I'm fine with 'View Angle' too
Yes I think it makes sense to use the re-use the same list UI here. It's also a good idea to combine System and System bookmarks. Conceptually they are the same thing - system paths.
Dec 29 2013
I don't agree that the panels are much an issue. In fact, it may often be useful to hide, say, the System drives list. If everything was all in one panel, you woudn't be able to do that. Some Import/Export formats also display a rather long list of settings in the bottom 'operator' panel. You might want to hide other panels to give this panel space.
However, I believe patches should go here:
Dec 27 2013
What I think would be best is to separate out blending modes from tools. Icons for blending modes could be used, but isn't necessary I don't think.
@xrg (xrg) re presets: Agreed.
Dec 25 2013
With that proposal, how would you minimize the menus? Still with the '-' button?
Removing this is fine I think.
Re: calculate mass.
You'd get a dash with multiple items selected if the mass differs, just like any property. But that's the case also when selecting it from the toolbar.
Dec 24 2013
I think we should remove this too.
We also dont have a button to collapse other elements i the header.
Dec 22 2013
@Brecht Van Lommel (brecht): For modifiers, it could show all the ones that are common among objects? Although I realise you can have more than one of the same modifier on the same object. Not sure what to do in that case.
@Campbell Barton (campbellbarton): Agreed, makes sense.
Dec 20 2013
@Dolf Veenvliet (macouno): IMO that's a bit strange with left-to right languages. Titles with colons usually refer to what'd about to come, what's to the right on the title.
The biggest problem here is that you often want to perform actions on multiple rigid bodies at once.
@Dolf Veenvliet (macouno): Nicely summarised.
Dec 19 2013
@Campbell Barton (campbellbarton): Fair enough, makes sense. It's just that, if some shading options apply to the entire view, while other options only apply to selected objects, that gets very confusing.
@DataDay (DataDay): I don't understand the point of that panel. What is it for, what does it solve, why is it enabled from the shading menu?
Dec 18 2013
@Jonathan Williamson (carter2422):
You are right that Hidden Wire only works on the selected object in Edit Mode. But why would that be the case? It's a very useful shading mode, and having it only work in Edit Mode, under certain circumstances (when set to Solid) is needlessly complicated - and it's limiting too. By making it a general settings, it's both simpler and more powerful.
Dec 17 2013
@Brecht Van Lommel (brecht): Did have multisample on, but happens with it off too.
Here's a sketch:
@Bartosz Moniewski (monio): Good point. 'Render Current Frame' / 'Render Sequence' is very clear. Bit verbose though.
There are several ways one could go about categories.
@Sergei Smyslov (Luarvik): Yes, semantically it makes no sense to call it Render/Animation. Clicking 'Animation' also starts a render, and 'Render' does not communicate that it's a single image at all. Render what? The current wording makes no sense whatsoever.
@Scott Petrovic (scottpetrovic): It's not just that they take space in toolbar. It's that most of these aren't tools at all, they are just shortcuts for changing properties in the Properties panel.
Here's a more detailed explanation of why this doesn't belong in the toolbar:
That's correct, that's how it works currently, but I think it should be a general setting. Most of the time, you'd want to apply to everything
@Brecht Van Lommel (brecht): You're right, forgot about Material shading mode.
@Joshua Leung (aligorith): Neat! Though I think you're right that it's probably not right to put padding in from of *all* icons in Blender. Perhaps best to handle buttons, menus etc independently?