- User Since
- Dec 2 2013, 8:15 PM (298 w, 4 d)
Nov 7 2014
I respectfully disagree with that assertion. First a couple of points:
Nov 5 2014
Just some thoughts on the current topic of WER/ASD/SDF
Aug 7 2014
Campbell, It wasn't offensive unless you get offended by sarcasm with an intended message.. I explained that the sarcasm was used with, and I quote "the intent of hitting on a sore point a lot of people feel". Perception matters, even on the development end I would say. Regardless, this is not the place to argue or debate semantics or perceived offenses.
Just to add, the only issue I see with Q is that IF we approach the QWER convention for transform, scale and rotate, the Q is generally reserved for hiding the widget altogether. If theres a desire to keep it as usable as possible going in, preserving that habit/convention might be beneficial. In order to have both, the hold functionality is def important... in that case it could be press and hold = pie menu, tap and it drops the transform/rotate/scale widget.
Jan 17 2014
I actually kind of like both colors together. Its a bit Portal-esq. Would make a great default theme to have orange = edit mode, with blue = object mode.
Jan 15 2014
@michael knubben (michaelknubben), I didnt say desirable either. I said by the very nature of a fractured UI, more UI conflict occurs. This very task topic is a signifier of this.
@michael knubben (michaelknubben), you entirely misread what I typed. I didnt say the presets didnt speed up workflow, nor does it look like you understood the content of the post.
Depending on how you meant where vertical tabs are located, at the top of my head, you can also find them in Maya and Cinema 4d to the right side of the screen. They also mix in situational horizontal tabs, though in Maya's case... in one scenario that leads to lots of scrolling until the delete history command is used. I know vertical tabs exist in far more than just 3 other major 3d applications though, they do work..and they do work well.
Jan 13 2014
I wonder if it would be a good idea to create a refreshed default theme for the 2.7 lineup. This way color can get used for the highlights, and it can be changed for non-default themes. Having a consistent and identifiable color pallet tied to blender can work in favor of tabs and future development styles. The blender artist colors work well, though its similar to C4D's chosen color pallet.
Jan 12 2014
@Campbell Barton (campbellbarton) The problem with using the Firefox example (and why it doesnt work) is that Firefox's boxy tabs are designed around the ICONS that go alongside them. Take out the icons and then see what you have...it becomes difficult to find which tab you need or are in with just text alone.
Jan 6 2014
@Mikhail Rachinskiy (alm), to be fair even discussing something along the lines of these features, even if its not necessarily in Blender yet, can lead to new tasks being created. Also in case you dont know of Metalliandy, he has some good "street cred" to name and his post carry some weight, at least in my opinion. He is the Admin at Eat3d and has his hands in the $100-$200 piece of software known as Knald. Depending on the type of scene you are working on, you will experience slow downs and Blender does does need a viewport rendering boost so anything that speeds it up is a good thing.
Whatever style can be found here will have the potential to carry over with the larger visual style for blender as a whole. I think its important to find something that could have somewhat larger implications in terms of visual communication but also something that can be seen as both modern and pleasing to the eye.
Jan 3 2014
If you plan on having a create or add tab, there is no reason not to have basic primitives in there, even if it seems redundant to the experienced user.
Maya has this as well, and it works fine. Primitives can be added via hotbox, icons in the polygon tab, and from the create menu on top. The perk of having buttons/icons or really less keyboard intensive means to add even basic polys is that the user can have a combination of full screen mode (hide other UI elements) and or the use of a wacom tablet without needing to move down to the keyboard.
Having a slight transparency in the same way as the T and N panels can be considered "clear and simple", though I think more importantly they need to be smart and visually informative above all else. The point was not to say they need to be transparent though, you might have missed that. The point was to show how having menu strips/headers create more distinction when they are in the same place at the TOP of every window. Different variations of the header show how contrast is made between the the larger all encompassing Info header and the rest of the windows below it. Speaking headers, its only a header if its on top. By default thats not the case..
Part of what makes it harder to differentiate the windows has to do with the placement of the menu strips themselves. Some windows they are on top, some on the bottom. By habit, the user would normally look on top, but for some being on the bottom requires them to remember rather than just go off of instinctual/muscle memory.
Dec 27 2013
@Bartosz Moniewski (monio), The "blender is for blender users" is just empty rhetoric though, it has no meaning outside of generating some pre-concieved sentimental notion of exclusivity, and its used to make excuses for any non-conventional design choice. Blender should be for artist and those that create, not something to isolate to some notion of a one size fits all user base. So I oppose the use of the blender is for blender users rhetoric to excuse poor design choices. That rhetoric also serves to drive people away, not bring them in. Anyways, I digress... I already covered why I think they are not needed to be on by default and its not exclusive to novice users.
I didnt say there were simply those two, but the vast majority of users will fall into the art side, thus the use of (parenthesis). Obviously there are technical artist positions, and coming from a Maya background I know full well how scripting becomes a part of the workflow for those technical artist out there. I myself made full use of Maya's expression system.
I like where this is going, but to be honest the updated ones are also quite poor, though I agree they are a bit more informative.
@Scott Petrovic (scottpetrovic), "+1 for python tooltips staying ON. If a new user quits using Blender, having some weird information below the main tooltip isn't going to be very high on the list. It is really helpful for new developers as well when they are learning it."
Dec 19 2013
"In Maya, holding down spacebar brings up a big multi-menu (Maya calls it the "hotbox menu" IIRC), similar to what Blender used to do pre-2.5. Tapping spacebar maximizes/un-maximizes the currently focused viewport, similar to shift-space or ctrl-up in Blender."
@Campbell Barton (campbellbarton) I see..makes sense given the name then. Usage wise, it seems to act like a mode for visualization purposes. For example, thinking about how its used (maybe its just me), it works as a visual mode for texture painting and sculpting. Whats rendered in cycles or eve the internal renderer can look quite different from what the viewport displays.
Quick question first? During your use of Blender, have you ever used the F6 hotkey to pull up a floating properties/editor panel? If so then this will make a bit more sense.
I think the Render Only should stay. It is used quite often enough to warrant the toggle being in prominent position tied to shading. Render Only could perhaps use a renaming however since there is already a "rendered" mode. Maybe "Visualize" or something along those lines, anyways thats just some feedback. Ideally, at least from my POV, I think it would be more effective to have a properties toggle that can exist in the menu itself, bringing up a floating panel similar to that of F6 after an operation is used.
Dec 18 2013
@William Reynish (billrey), "Making it general, and putting it in the Shading menu, it'd be one step: switch to Hidden Wire. That's it :)"
Dec 16 2013
@filip mond (vklidu), @koil (koilz) I understand some dont like mentioning other applications, and I agree there is sometimes a good reason for it. In this case however, its important to point out that nearly every major 3d creation package out there has some form of tabs, including vertical ones. The reason for this is that the software developers need to find ways to not only categorize UI elements, but keep it manageable, especially with 3d creation suites which if anything are far from being simple applications.
I agree with the right click menu solution for pinning. That would be ideal for an uncluttered interface, but that right click needs to eventually be consistent across the entire interface in other area's as well. It also follows convention.
Dec 13 2013
Anything that increases usability and polish of the interface is a nice change, no matter how small. This is good!
Dec 8 2013
Just a suggestion (see picture) on tab style, perhaps naming and some general ideas to make vertical tabs a bit more wide spread along the interface.
Dec 6 2013
DataDay here (SaintHaven on BA), still new to phabricator, so forgive me if there is a means of presentation or formatting I am missing at first for this area of contribution.
Dec 3 2013
@Moolah Nasreddin (moolah), I was specifically pointing to how a combination of vertical and horizontal tabs can be used, nothing more nothing less. It's an older mockup btw. I disagree with your assessment regarding horizontal tabs, but they are entirely context sensitive depending on location and content.