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Andrzej Ambroz (jendrzych)
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User Since
Jul 28 2008, 5:28 PM (541 w, 2 d)

Recent Activity

Sat, Dec 8

Andrzej Ambroz (jendrzych) added a comment to T58167: Export arrow points the wrong way.

Import/Down/In, Export/Up/Out - of course it is designed like that! I was so focused on making sketches and so fixed with the in/down - out/up concept, that I didn't notice the fact that icons are flipped. Sorry for confusion.

Sat, Dec 8, 12:32 PM · Import/Export, User Interface

Fri, Dec 7

Andrzej Ambroz (jendrzych) awarded T58969: Outliner Improvements a Love token.
Fri, Dec 7, 10:00 PM · User Interface, BF Blender: 2.8
Andrzej Ambroz (jendrzych) awarded T58969: Outliner Improvements a Love token.
Fri, Dec 7, 9:59 PM · User Interface, BF Blender: 2.8
Andrzej Ambroz (jendrzych) added a comment to T58167: Export arrow points the wrong way.

Well - third one seems to be ok, but after a while I find it tad too busy. The first one still is the best one, with vertical symmetry, similar silhouette and clearly underlined in/out depiction. If You don't like it, the second best is fourth then (by my mind, of course).

Fri, Dec 7, 8:48 PM · Import/Export, User Interface
Andrzej Ambroz (jendrzych) added a comment to T58167: Export arrow points the wrong way.

Some more doodles:

Fri, Dec 7, 12:35 PM · Import/Export, User Interface

Sun, Dec 2

Andrzej Ambroz (jendrzych) added a comment to T58167: Export arrow points the wrong way.


I still prefer simplicity of current design, though.

Sun, Dec 2, 6:04 PM · Import/Export, User Interface

Fri, Nov 30

Andrzej Ambroz (jendrzych) added a comment to T58167: Export arrow points the wrong way.

@Lin Fo - nope. Now "in" comes from left to right, while "out" goes from right to left.
Anyway, will try to make different design.

Fri, Nov 30, 2:44 PM · Import/Export, User Interface
Andrzej Ambroz (jendrzych) added a comment to T58167: Export arrow points the wrong way.

Well - that was intentional. The design assumes that we are staying in a specific space - inside a given file / workspace. Importing then is bringing sth in (from out of blender-specific space), while exporting is dispatching it out (to a foreign environment).
Design is very synthetic and uses the assumption that the user reads from left to right, which is not obvious. A possible improvement would be to add an anchor point that specifies "from" and "to".

Fri, Nov 30, 8:53 AM · Import/Export, User Interface

Sun, Nov 25

Andrzej Ambroz (jendrzych) awarded T54115: Redesign User Preferences a Love token.
Sun, Nov 25, 7:48 PM · User Interface

Tue, Nov 20

Andrzej Ambroz (jendrzych) added a comment to D3963: Images: "Image" submenu in "Add" menu.

@Jacques Lucke (JacquesLucke)
I just updated the icon sheet with pictograms for Image ObData:

  1. Image as an Object - cell Q24
  2. Background Image - cell Q25
  3. Reference Image - cell Q26

You can get it here: LINK

Tue, Nov 20, 1:46 PM

Mon, Nov 19

Andrzej Ambroz (jendrzych) added a comment to D3963: Images: "Image" submenu in "Add" menu.

@Brecht Van Lommel (brecht) - regarding icons: https://blenderartists.org/t/new-icons-for-blender-2-8/1112701/2429?u=jendrzych

Mon, Nov 19, 7:49 PM
Andrzej Ambroz (jendrzych) added a comment to T57918: Left Click Select tweaks and fixes.

Shift mod. key adds to selection when used in companion with LMB Box Select and Ctrl + Box Select removes from so far made selection. But simple point and click with above mentioned mod. keys doesn’t work in consistent way. Shift adds to selection, while Ctrl makes last clicked object selected and active, cancelling the rest of so far made selection.
It should work the same way, no matter what kind of selection is performed - simple click, Box, Lasso, Paint (no-ides-why-it’s-called “Circle”) selection…
Simple click should wipe selection as well. In crowded scene it will start new selection, so as the Box Select does now.

Mon, Nov 19, 12:33 PM · User Interface, BF Blender: 2.8
Andrzej Ambroz (jendrzych) awarded rB3e096b47ba86: Fix object box select new w/o any objects a Like token.
Mon, Nov 19, 12:58 AM

Fri, Nov 16

Andrzej Ambroz (jendrzych) added a comment to T57857: Collections, objects visibility and local view.

@William Reynish (billreynish) You were faster than me - I was about to write a similar proposal...
Anyway it's nice to hide all items with exception for the one which name was clicked. Brilliant, but there’s no easy and similar way to unhide all, except the key shortcut. Maybe a double click could be used to bring back previous visibility pattern? Not simple unhide all, but restore previous set of hidden and visible Collections/Objects.

Fri, Nov 16, 3:52 PM · User Interface, BF Blender: 2.8

Thu, Nov 15

Andrzej Ambroz (jendrzych) awarded D3947: Keymaps: left click select changes for the default Blender keymap. a Love token.
Thu, Nov 15, 9:27 PM
Andrzej Ambroz (jendrzych) added a comment to rBc3e2b40a915f: Icons: sculpt tool updates r62157.

That's a really bad desing. The colors were assigned in a random and senseless manner. Red screams "delete/remove" - it's used this way in other Tools icons. All "Add" related things should be green, as in other parts of the GUI. All "modify/distort" things must get purple colur for the sake of consistency with other tools.

Thu, Nov 15, 2:01 PM

Nov 11 2018

Andrzej Ambroz (jendrzych) awarded D3931: Keep rotation center under the cursor when panning a Love token.
Nov 11 2018, 8:51 PM

Nov 9 2018

Andrzej Ambroz (jendrzych) added a comment to rBL62157: Sculpt Mode tools are now color coded like so: .

Hey, wasn't blue reserved for nondetructive alterations (Modifiers, COnstraints...)? And green for adding/creating. And red for deletions? I see it gettin' more and more erratic.

Nov 9 2018, 5:37 PM

Nov 2 2018

Andrzej Ambroz (jendrzych) added a comment to T57574: The 'View' text and gizmos are not visible on a bright background.

My point is to use gray colour for backdrops, as it is done with transformation info in top left corner of 3D View editor. Outline is not needed in most cases.

Nov 2 2018, 2:26 PM · User Interface, BF Blender: 2.8
Andrzej Ambroz (jendrzych) added a comment to T57574: The 'View' text and gizmos are not visible on a bright background.



Semitransparent grey backdrop works better in more cases than semitransparent black or white, just because the grey I used in the mockup is the same that the top header uses. Its’s better to have some degree of contrast between the 3D View’s background and the top header to differentiate those two regions. An outline is not necessary, but could help in those extreme cases, when 3D View content’s colour is close to the backdrops’ luminosity - the backdrop will simply “dissapear” as I depicted in my second mockup (the one in which backdrops with icons overap with tne top header).

Nov 2 2018, 1:27 PM · User Interface, BF Blender: 2.8

Oct 28 2018

Andrzej Ambroz (jendrzych) added a comment to D3840: UI: Vertical Properties Editor Tabs.

@William Reynish (billreynish)
My point was to make the header the same colour as tabs background - just like in Worksapces tabs case. Don't mind the Breadcrumbs.

Oct 28 2018, 7:12 PM · BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to D3840: UI: Vertical Properties Editor Tabs.

I would treat the header of the Properties Editor window and the space of its bookmarks the same as the space with the Workspaces tabs. An image worth more than a thousand words:

Oct 28 2018, 6:16 PM · BF Blender: 2.8, User Interface

Oct 1 2018

Andrzej Ambroz (jendrzych) added a comment to rB057f2a1878ac: UI: use backdrop circle for navigation icons, make clickable area bigger..

Neither do I!

Oct 1 2018, 6:16 PM
Andrzej Ambroz (jendrzych) added a comment to rB057f2a1878ac: UI: use backdrop circle for navigation icons, make clickable area bigger..

That's the only way to go with this kind of design - otherwise the white icons will disappear on a light background.

Oct 1 2018, 6:12 PM
Andrzej Ambroz (jendrzych) added a comment to rB057f2a1878ac: UI: use backdrop circle for navigation icons, make clickable area bigger..

Ok then.
BTW - are the backdrop circles white by default?


Should be black against white icons or vice versa. The aim is to increase the contrast between the background and the icon.

Oct 1 2018, 6:05 PM
Andrzej Ambroz (jendrzych) updated subscribers of rB057f2a1878ac: UI: use backdrop circle for navigation icons, make clickable area bigger..

@William Reynish (billreynish) has the latest icons - no outline now.

Oct 1 2018, 5:59 PM

Sep 29 2018

Andrzej Ambroz (jendrzych) added a comment to rB6baea955bf56: UI: use new 3D viewport navigation icons and image icon in add menu..

@Brecht Van Lommel (brecht) That'd be fantastic!

Sep 29 2018, 8:42 PM
Andrzej Ambroz (jendrzych) added a comment to rB6baea955bf56: UI: use new 3D viewport navigation icons and image icon in add menu..

Actually icons are 16x16, but at first I added a black outline to make them work against light and dark backgrounds. In last *.svg issue I removed the outline, so pictograms are plain white 16x16 matrices. Would be awsome if app drawn black, semitransparent circles under those icons to make them readable against various backgrounds and to clearly mark borders of "buttons" / active areas.


Diameter of each circle in this mockup is 28 pix, making the icons look bigger and easier to tap/click.

Sep 29 2018, 7:03 PM

Sep 27 2018

Andrzej Ambroz (jendrzych) added a comment to rB6baea955bf56: UI: use new 3D viewport navigation icons and image icon in add menu..

Shrinking those icons is really bad thing. It will ruin their crispness. Do You plan to provide support for icon matrix bigger than 16x16 pixels?

Sep 27 2018, 10:53 PM
Andrzej Ambroz (jendrzych) awarded rB0b4c440baa56: UI: add first batch of monochrome icons designed by Andrzej Ambroz. a Love token.
Sep 27 2018, 7:49 PM

Jul 4 2018

Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

Now - to shrink icons, or not to shrink? That is a question!

Jul 4 2018, 2:46 PM · Code Quest, BF Blender: 2.8, User Interface

Jul 3 2018

Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

@William Reynish (billreynish)
I changed axonometry type because of supposed future change in Toolbar icons, You've showed me some time ago. It's not a big problem to bring old axonometry icons back - they're backed up. I can try to redesign the set from scratch, but it will take some significant amount of time, and it would be really helpful to get some kind of temporal solution that would allow changing raster icon set without building app anytime I tweak sth in an icon.

Jul 3 2018, 10:38 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

@Filip Mond (vklidu)
Pixel precision is very important, since icons are raster files rather than vectors. Scalling will cause blurrines, which - in case of such small pictograms - isn't what GUI designers want to get.

Jul 3 2018, 5:26 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

@Alessio Monti di Sopra (a.monti)
This is not the way to go. 80% size of originals means shrinking icons from 16x16 to 12x12 pixels. It's not so easy, even though effective size of current icons is similar (14x14 with 1pix black outline), because 2.5 pictograms make intensive use of shadows, higlights, while flat design must use just one colour for fills and lines; to achieve cleariness, some white space between different parts ofi icon has to be preserved. In 2.5 symbols 3x3pix detail is easy, but in monoicons it has to be filled poligon to maintain clarity and filled items are preserved for strong accents (Objects) - common pictograms must stay hollow and it consumes space. Every icon has to be razor sharp, and thus every bit needs to be designed pixelwise from scratch. I don't know if I had enough time and power to do that again :( Several dozens of hours of work to do...

Jul 3 2018, 1:45 PM · Code Quest, BF Blender: 2.8, User Interface

Jul 2 2018

Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

SVG with updated icons ready to grab: HERE

Jul 2 2018, 11:39 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

Building software is a black magic for me, and - to be honest - I don't have extra time to dig into it.
Leaning over deign of a widget outline is great idea!
Vklidu form blenderartists.org is making great mockups with GUI with no prominent buttons. He has got couple of grat ideas in his thread "monoicons" (status and title bars in black, for example).

Jul 2 2018, 10:59 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

I made smaller version of playback icons already - pictograms are tested. Update is coming.
Decreasing size of symbols is possible, but have no sense in most cases. Example provided by William is an extreme - other pictograms are really detailed and I believe they'll will lose from shrinking - mice icons for instance utilize whole 16x16 pix matrix. 2pix penalty in height per header isn't that much, but gives best icon quality.

Jul 2 2018, 10:22 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

@Brecht Van Lommel (brecht) - it's a problem that I reported back in time of 2.5 icons redesign. Current icons are tad smaller than 16x16 pixels - usually 1 or 2 pixels less, while some of pictograms utilize full 16x16 matrix. This causes size diversity across icon sheet. Some of pictograms are smaller, others are fullsize and buttons and other GUI elements are so. Removing black outlines and designing icons bigger leads to better use of available space and clearer symbol rendering. My icons design assumes the need of making headers and buttons at least two pixels bigger - pending massive GUI redesig seems to be perfect time for such tweaks, although I have no idea how big such change can be...

Jul 2 2018, 6:23 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to rB20046defd735: UI: update mouse icons in status bar..

Three remarks:

  1. mice icons are not perfectly aligned in pixel grid, so some kind of blurriness will occur;
  2. right and left click icons are not valid - buttons should be isolated from mouse body;
  3. no-click drag mouse is inconsistent with other symbols, unless it's a conscious decision...

Here's corrected file:

Jul 2 2018, 2:45 PM
Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

As I stated before, I work on new design (flat / monochrome) of icons for 2.8 release. It's independent effort, with no official support, but I stay in touch with William Reinish and Pablo Vazquez, who are interested in my work. Actually a couple of my new icons are in use already - the mice pictograms on the Status Bar. The longer I focus on my projects goals, the more I find: inconsistencies, temporal-once-a-time hacks, design flaws; simple patching up current icon set isn't a solution and - to be honest - is not in pair with all the great work on redesing and cleaning up the GUI. Next week I plan to release the latest mono-icons sheet, that gets more and more complete, but doesn't really fit real needs that 2.8 GUI renders. The release will be folowed by sort of list of changes that should be considered if we want clean an logically organized UI in Blender 2.8.
BTW, my new icons design proposal already contains:

  • Tool Settings,
  • Preset,
  • Complete Match (string search),
  • Case Sensitive (string search),
  • Hair Object,
  • View Transform Orientation,

and many other new icons, that already use inapropriate symbols...
Stay tuned on Blenderartists Thread

Jul 2 2018, 2:12 PM · Code Quest, BF Blender: 2.8, User Interface

Jun 9 2018

Andrzej Ambroz (jendrzych) added a comment to T55386: 2.8 UI Tools: Top Bar, Tool Properties & Toolbar Update.

Working on new UI icons for Blender 2.8, I'd love to contact with Tools icons designer. Standard practice is to design the smallest icons first and interpolate the style to bigger pictograms to maintain consistency. Those tiny bits have hell of limitations, thus it's important to pin down basic design principles and guides to follow in various scales.
Tools icons are fine IMHO, but I’d use lines instead white filled polygons. This way, main part of a pictogram (the most informative part) would become more clean cut. Regarding small size of UI icons, it's not efficient to use fills all around, cause those itsy-bitsy would become 16x16 pix blotches. Going linear is a must in such tight space.
Check out my gimpy efforts: New icons for Blender 2.8

Jun 9 2018, 2:23 AM · Code Quest

May 25 2018

Andrzej Ambroz (jendrzych) added a comment to T53840: Blender 2.8: Icons.

I just started blender's icon redesign. LINK
Old icons design has a few afflictions:

  1. they were designed to be visible on any background - dark or light and thus some crucial space has to be dedicated to double outlines. It consumes a lot of precious space;
  2. old icons actually were not true 16x16 pix, but tad smaller - one pixel, two pixels… That’s further space loss;
  3. in real use, icons are apposed in UI in small bunches that are contextual. Colour ain’t that much needed here. Honestly, some of current icons pop out too much because of their colour, attracting user’s attention to particular parts of interface. It would be good to incorporate some colour codes though - in File Browser, Asset Manager or Outliner. In every place, where one has to manage big lists of items.

Developers input and feedback is highly appreciated, since some of UI concepts are going to change. New design should address listed problems and - by the way, parts of the UI must be retouched (width and height of space dedicated for icons + some border around).

May 25 2018, 6:45 PM · Code Quest, BF Blender: 2.8, User Interface
Andrzej Ambroz (jendrzych) added a comment to T53844: Blender 2.8: Collections Icons.
May 25 2018, 5:50 PM · User Interface

Feb 6 2018

Andrzej Ambroz (jendrzych) added a comment to T53844: Blender 2.8: Collections Icons.

I was passing through, when I noticed a bunch of icons discussions here. Couldn't resist and made small break at work. I'm not really involved in Blender developement since... well, loong time, but I think most of You make it a bit wrong - there's no real reason to create a specific icon for each action such as "New Collection", "Delete Collection",
"Link Collection", "Unlink Collection", "Add Objects to Collection", "Remove Objects from Collection". It should be quite enough to have a "Collection" context in mind and make/reuse universal icons for general actions reading "Create new", "Delete", "Add", "Remove", "Link", "Unlink". Couple of thoughts to consider - icons in menu should act as landmarks. They're like church steeples and castle towers in landscape - You navigate with reference to them. Now, imagine, that whole town consists only church steeples and towers... You simply wouldn't be able to create easy readable mind map of such space and should have to look for other reference points. Which won't be as picky, for sure. That's happening in Blender now. For instance - the "File" menu in "Info" editor is horribly cluttered with icons, whitch are in most: ugly, overdetailed, unrecognizable at a glance and blurry in details. A visual landmarks has to be bound to a few most important/mostly used actions and user should find other menu records, by relating their positons to those landmarks. Sorry if I sound rude, but such small icons (16x16) should incorporate just one symbol at a time and must have distinguishable shilouette. Otherwise we get, well... an amorphous blotch. I'd love to come back here time to time and design icons, but making a really good one is a terribly time and heart consuming process. Out of my ablilites and scope right now, unfortunately. But who knows...
Going back to main topic - I really like general idea of "Collecion" icon, that Albert (wevon) show us.

Feb 6 2018, 12:03 AM · User Interface