Core UI Team Designer
- User Since
- Oct 21 2009, 8:45 PM (430 w, 2 d)
I'll try to tackle the Collections icons here: https://developer.blender.org/T53844 Other designers, please go ahead and pick up the other ones.
Nov 16 2017
So I'd really appreciate if you could leave some quick & honest feedback based on your testing.
Nov 14 2017
The problems can arrive at the moment you want to configure a tool before its application
You confuse a tool with an operator. When you activate a tool (via keystroke or GUI button), it's settings appear in the top bar, and you can change them at any point between tool operations (for instance between separate cuts with the Knife tool).
Keyboard fired operators will stay shortcut and mouse driven, for quick use, and the top bar will work like the current Last Operator panel in the Toolshelf, for final tweaks after using the operator.
The idea is also to convert some operator only functionality into tool functionality, as described here: https://developer.blender.org/T53047
There is no plan as far as I know concerning the pivot, proportional editing and snapping changes.
Nov 8 2017
@Albert (wevon) asked this in the patch task, moving it here:
Oct 28 2017
- If there are no operator settings to display, what should the top-bar show instead? A mostly empty bar (e.g. on startup) might be confusing.
Oct 26 2017
Copy Selected to Collection
Oct 25 2017
The collection_new operator should also be in an RMB menu when you click in the empty space.
Feedback regarding the initial implementation of the Collection Editor, according to build f545df5 (from today):
Here is mine:
Jun 9 2017
Ability to instance layers would be mighty powerful, and more intuitive IMO than instancing groups. I don't know the pro's and con's though.
May 19 2017
May 5 2017
ALT_3 looks ok, though a bit like it's emitting sound not wobbling. This could alleviate that:
Apr 28 2017
The group icon is fine. For the force icon I would take the one from Force, and change colors to the orange ones like the rest of the icons in the add menu. Alternatively it can be a little sphere with arrows going out of it in the top bottom left right directions, or something like:
Apr 27 2017
Apr 17 2017
Apr 13 2017
Tests for the merged outline and how to solve how merged outlines can work with current system. Problems: Indicating the active object (this is solved with it having a separate non-merged and lighter outline). Another problem: Objects belonging to separate groups would have their outlines merged, suggesting they belong in the same group (this is solved by indicating grouping with origin color not outline)
Apr 3 2017
Here it is over a badly lit render with 1 sample:
Here is a mockup of a Render Mode where the HUD is overlayed onto a render, and still be usable in principle even if the render is unlit/badly lit/untextured etc. For that a rarely occurring color is used (think bluescreen) for the outlines. If 2 or more objects are selected, if they overlap, the thick selection outline is drawn around them, while the thinner regular outline stays (is not merged). This is supposed to be a supplementary mode, not the main Rendered Mode, due to how the outlines affect the image:
Mar 27 2017
@Matjaž Lamut (lamoot) Workspaces, Screen Layouts and Scenes do not have users. I guess Render Layer will have them (multiple Workspaces can use a single render Layer) yeah - I'll add that to the mockup.
Mar 22 2017
Mar 21 2017
Grid fading? Would work best probably with automatically resizing grid (meaning the line numbers, not scale):
Some initial mockups of various proposed display modes. Separate color per part/object not yet explored.
Mar 20 2017
Mar 11 2017
Ok, I'll update the mockup (ETA 7 days since I'm away).
Mar 7 2017
Another possible idea: move the + and x buttons into the selection popup.
I've talked with users about this before, but they were a bit wary because of the additional click it would need to add or remove a scene/layout/whatever. TBH I think it's worth it considering the saved space though.
Mar 3 2017
Jan 24 2017
Another update after a design session with Dalai:
Here is the update of the design:
Dec 26 2016
Nov 7 2016
Nov 6 2016
Nov 5 2016
I would go with showing it only on file mouseover.
Nov 2 2016
Oct 25 2016
I agree with Brecht, but if you would need new icons anyway let me know.
Oct 16 2016
Blender's flexible windowing system is definitely one of its major strengths IMHO (and from many other opinions I've heard). Discussing this is outside of the scope of this task but I also don't think that this is a reasonable option. That said I do still think our windowing system can be further improved (and I have concrete plans for it, like the global topbar for example).
Oct 15 2016
Oct 4 2016
Sep 17 2016
Though adding new theme options should be avoided (unless consolidating existing options), I consider this more of a fix of the current system, so +1 from me.
Sep 14 2016
Just stumbled upon this, here is my take:
Sep 4 2016
I'm ok with that.
Aug 23 2016
we should find a way to prevent redo operator to show in wrong editors somehow…
Aug 2 2016
This is in the task description, but maybe I'll provide some more info on this. My opinion is that what you render, and what you want displayed, are very often entirely different - that's why merging these two in any way, as mentioned here for example:
Jul 19 2016
Jul 14 2016
My opinion is: reject. I am working with nodes in Substance Designer daily, have a 16:9 monitor, work on characters, and never found horizontal nodes showstopping.
Jun 29 2016
The problem with Editor Shelf is that Tool Shelf is also generally an Editor Shelf.
Jun 26 2016
Couple of questions regarding the doc:
I like how the Layer Settings are designed in the doc, GUI-wise.
Jun 22 2016
Jun 10 2016
Jun 1 2016
May 5 2016
May 4 2016
May 3 2016
Apr 30 2016
That's what I refer to as layer visibility icons:
The Selectable/Renderable Icons work as follows:
Mockup updated for clarity:
Updated image from previous comment.
Hey, here is an updated mockup:
Apr 25 2016
Apr 18 2016
Here it is with the 2-Axis handles. They work like @Chris Offner (chrisoffner3d) described.
Maybe a middle ground - you have a circular work area inside your view 3d, defined by viewport ratio, and transform manipulator handles stay on it's edge. Would minimize handles being in the way for LMB selection scheme.
Here is some more. Here handles are at the edge of the selection, unless they would be off-screen, then they stay on-screen and overlay the selection.
@Julian Eisel (Severin) asked me for some designs, so here they are. The idea is here for the manipulator to be lighter and less intrusive, staying away from the thing that is selected, unless a handle hits the edge of the screen, then it stays on-screen of course. On the second mockup the handles stay on the edges even when the selection doesn't take much of the 3d View. I haven't read the whole task yet btw.
Apr 14 2016
Apr 13 2016
The Editor is called Image Editor, and we already have some rudimentary image editing commands in it (color inverting). I would see no harm in adding Flip Horizontal and Flip Vertical next to it (can have the F shortcut still) that work like a real image editing command. This would be helpful not only for render previewing then, but for general use as well.
Mar 15 2016
@Axel (AxelMening) Some nice tools there. Did you code that via Python? Care about releasing as add-on? All of them seem good enough for master to me, but you would have to speak to a dev about that.
Mar 11 2016
Mar 9 2016
Currently, only the widgets of the active object are drawn. While this works for most cases, being able to precisely control which widgets are visible and which not can be useful.