User InterfaceProject
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Description

Status

The UI team's goal is to continuously improve the user interface, with a focus on workflow simplicity of use for artists.

To keep it all manageable and to avoid people sinking time into discussions that do not lead to actual implementation in Blender, we will follow a strict process.

Design Tasks

This is the list of designs currently being worked on by the UI team, and which are expected to be implement in the near term. In design tasks developers and UI designers can do focused design work and approve a final version, after which a developer can choose to implement it.

These design tasks can only be created by developers that will implement a change, and by the Core UI team members listed below. Their feasibility to be implemented and final design decisions will be made by @Pablo Vazquez (venomgfx). If design tasks created by Core UI team members turn out too big to be implemented in the next few months, they will be moved to the wiki.

Everyone is invited to participate in the discussion of existing design tasks, propose solutions and of course implement them.

Wiki UI Proposals

This is the place where all other designs and proposals can be posted. These can be small or big topics. The UI team will themselves create proposals there and keep an eye on proposals posted on this page, and turn them into design tasks when developer time is available to implement them.

Design Guidelines

There is a small number of guidelines that any UI design in Blender should follow. More should be added in future.

Core UI Team

Module Owners: @Pablo Vazquez (venomgfx)
Developers: @Ton Roosendaal (ton) @Julian Eisel (Severin) @Brecht Van Lommel (brecht) @Campbell Barton (campbellbarton)
UI Designers: @Paweł Łyczkowski (plyczkowski) @Sebastian Koenig (sebastian_k) @Mike Pan (mpan3) @Daniel Lara (Pepeland) (pepeland)

We are especially looking for more developers to join the team.

Recent Activity

Today

Julien Kaspar (JulienKaspar) added a comment to T50845: Top Bar Design.

So far working with the current UI for a few months now I have some more notes, mainly about the sculpting & paint modes. It's about some information that can be revealed and made accessible by default without taking up too much additional space.
Here's a mockup:

Sat, Sep 22, 10:43 AM · User Interface, BF Blender: 2.8
Julien Kaspar (JulienKaspar) added a comment to T54582: 2.8 UI Tools: Tools Design.

I went through some original design mockups of the toolbar again and saw that one draft depicted different views of the toolbar and customisability:


Sat, Sep 22, 10:35 AM · Code Quest, User Interface
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Sat, Sep 22, 8:45 AM · BF Blender: 2.8, User Interface, Code Quest

Yesterday

amon paike (amonpaike) added a comment to T45734: Grab, rotate, scale with basepoint.

In 2013 I started research to discover tool, that will allow any kind of precise 3D transformation of selection, based on CAD snap system like this.
Here is my proposal for temporal widged that can expand this snap system.
It is based on behaviour of current ruler/protactor tool with ability to "hook" current object selection (like pose mode in armature) to bring precise CAD alignation.

With 2 point Key:

{F3521309}

With 3 point Key:

This tool concept is based on series of research that was made in 1D_Scripts in mesh representation.
This tools are mostly 3DMatch, Sideshift, 3D Rotor/Scaler and Aligner. Links will brought you to videos that explains that concepts on practical tasks.

Also here is our attempt to bring simple CAD snap system to 2.79 both in object and edit modes: 1D_NP

Fri, Sep 21, 8:29 PM · User Interface, BF Blender
amon paike (amonpaike) added a comment to T45734: Grab, rotate, scale with basepoint.

Current CAD snap is all about desperation.
Here is GIF about it. Don't know how it was missed.

Fri, Sep 21, 8:12 PM · User Interface, BF Blender
Clément Foucault (fclem) added a comment to T56649: Proposal: Blender 2.8: Wireframe, Select Through & X-Ray.

I agree on the first point. I've commited a fix for it rB2ece296d4fc9bb5c58da0e8428c13c0d1c5b9373 .

Fri, Sep 21, 7:00 PM · User Interface, BF Blender: 2.8
William Reynish (billreynish) added a comment to T56649: Proposal: Blender 2.8: Wireframe, Select Through & X-Ray.

Agree on both points.

Fri, Sep 21, 5:56 PM · User Interface, BF Blender: 2.8
Brecht Van Lommel (brecht) reopened T56649: Proposal: Blender 2.8: Wireframe, Select Through & X-Ray as "Open".

Two issues found while testing this with @Pablo Vazquez (venomgfx):

  • Wireframe mode currently doesn't work when Show Overlays is off.
  • Sharing the Show X-Ray setting between wireframe and solid mode seems not so great in practice, as usually you want to see all wires in wireframe mode but it's less common to want x-ray in solid mode. I suggest we store these settings separate for wireframe mode and solid/lookdev/rendered, and enable it by default for wireframe. Other than that all the buttons and shortcuts can stay as they are, it would just decouple the setting between these modes.
Fri, Sep 21, 5:51 PM · User Interface, BF Blender: 2.8
William Reynish (billreynish) closed T56649: Proposal: Blender 2.8: Wireframe, Select Through & X-Ray as Resolved.
Fri, Sep 21, 5:40 PM · User Interface, BF Blender: 2.8
Erik G. Riebling (E-ManAnimates) added a project to T56867: A crash regarding Edge Select and Face Select: BF Blender: 2.8.
Fri, Sep 21, 5:03 PM · OpenGL / Gfx, BF Blender: 2.8, Platform: Mac OS X
Erik G. Riebling (E-ManAnimates) created T56867: A crash regarding Edge Select and Face Select.
Fri, Sep 21, 4:18 PM · OpenGL / Gfx, BF Blender: 2.8, Platform: Mac OS X
Bastien Montagne (mont29) closed T56796: Compress File option is not preserved on Windows 10 as Invalid.

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

Fri, Sep 21, 10:25 AM · User Interface, Platform: Windows, BF Blender
William Reynish (billreynish) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

Julian: Regarding the sculpting brushes, I think the first step would be just to make it work with a 2D representation. 2.7x had icons, but they didn't update and stay in sync with changes to brushes, so they were not accurate at all. I think it's better to have a simple icon that represents the purpose of the tool, and then another brush icon that shows you the spacing, the size, the falloff, the texture and so on - this can be represented perfectly well just in 2D, and can then update live and stay in sync with the changes you make.

Fri, Sep 21, 12:01 AM · User Interface, BF Blender: 2.8

Thu, Sep 20

Julian Perez (julperado) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

A Krita-like context menu would be great to have! Hopefully mapped to RMB when LMB is used for selection :).

Thu, Sep 20, 9:43 PM · User Interface, BF Blender: 2.8
Luciano Muñoz Sessarego (looch) added a comment to T53047: Tool System Proposal.

I bumbed into this video: https://youtu.be/xiuCqrffpIk?t=191
and shows a little bit how these kind of manipulators could improve experience for text editing aswel, like in this case kerning, just watch a few seconds at the frame I posted.

Thu, Sep 20, 9:19 PM · User Interface, BF Blender: 2.8
Regnas (Regnas) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

I'd rather have the tools that are currently on the spacebar (with some additions) as my right click context menu instead of the W menu.

Thu, Sep 20, 8:36 PM · User Interface, BF Blender: 2.8
Craig Jones (craig_jones) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

Yes, in 2.79 I select all the time when painting - I have two or more objects, each selected and then switched to Texture Paint mode. After all are in Texture Paint mode, then simply select the one you want to paint and go, and then select the next and paint. Face select masking also, must have selection as active for use here.

Thu, Sep 20, 8:27 PM · User Interface, BF Blender: 2.8
Adriano de Regino (Dunathan) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

@amon paike (amonpaike) Although it's not in the list yet, I believe Ctrl+A is far more standard than A/Alt+A for select all.

Thu, Sep 20, 8:12 PM · User Interface, BF Blender: 2.8, Code Quest
Adriano de Regino (Dunathan) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Consider using Max's viewport rotate/pan/zoom shortcuts to avoid conflicts with LMB shortcuts and actions, since all off them are based on MMB shortcuts. It wount affect LMB and RMB in any way. I´m already using them without any issue in blender for some time.

Thu, Sep 20, 8:09 PM · User Interface, BF Blender: 2.8, Code Quest
Erick Tukuniata (erickblender) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

No, it's not assuming LMB selection. Paint modes already use LMB for painting, both when using LMB select or RMB select. When painting or sculpting, you can't select objects anyway, so RMB is mostly unused.

Thu, Sep 20, 7:12 PM · User Interface, BF Blender: 2.8
Ludvik Koutny (rawalanche) added a comment to T54582: 2.8 UI Tools: Tools Design.

Ah, nevermind then.

Thu, Sep 20, 7:11 PM · Code Quest, User Interface
William Reynish (billreynish) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

Yes, it could be. As for the context menu, we happen to just not really have any context menus for the paint modes. What you suggest would be the most consistent, so that W is always used for contextual things when using RMB select, and RMB is used for contextual things when using LMB select.

Thu, Sep 20, 6:41 PM · User Interface, BF Blender: 2.8
Brecht Van Lommel (brecht) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

It could be under W for RMB select, since with LMB select it's like the context menu.

Thu, Sep 20, 6:36 PM · User Interface, BF Blender: 2.8
William Reynish (billreynish) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

No, it's not assuming LMB selection. Paint modes already use LMB for painting, both when using LMB select or RMB select. When painting or sculpting, you can't select objects anyway, so RMB is mostly unused. There would be a potential conflict through when using Vertex Paint Face Select mode.

Thu, Sep 20, 6:27 PM · User Interface, BF Blender: 2.8
Craig Jones (craig_jones) added a comment to T56744: Proposal: Improving Brush Workflow in Blender.

With the Quick Access on rmb, is this assuming lmb selection then? Because I need to be able to select an object to continue painting on it if I am painting multiple objects with lmb as my stroke/dab/fill etc. I often use paint and sculpt on multiple objects at once. If I do, will I then have another keymap for the quick access that you put on rmb then? Just trying to understand what it will cost for me to keep my ability to select and paint/sculpt.

Thu, Sep 20, 6:17 PM · User Interface, BF Blender: 2.8
William Reynish (billreynish) updated the task description for T56744: Proposal: Improving Brush Workflow in Blender.
Thu, Sep 20, 6:05 PM · User Interface, BF Blender: 2.8
Brecht Van Lommel (brecht) added a comment to T54582: 2.8 UI Tools: Tools Design.

To be clear, the plan is to move 3D viewport addons from the toolbar to the sidebar. There are no current plans to move such addons in the properties editor.

Thu, Sep 20, 5:34 PM · Code Quest, User Interface
Duarte Farrajota Ramos (duarteframos) added a comment to T56702: Blender 2.8: Left Click Select.

Your suggestion of a 'default tool' should not be necessary. It's essentially the same as enabling a Transform tool and disabling Click Anywhere.

Thu, Sep 20, 5:28 PM · User Interface, BF Blender: 2.8
Ludvik Koutny (rawalanche) added a comment to T54582: 2.8 UI Tools: Tools Design.

I think it could very well work in an overhauled sidebar but the pinning will still be useful to implement in that one then. Sometimes you would want to have the interface of an addon that is more complex than a tool like Blenrig visible on the side even when going fullscreen but while also having the transform properties visible at the same time. So pinning them makes them both visible without switching tabs constantly in the future sidebar.
it's just a shame of not being able to use the space in the toolbar if available space on the sidebar would run out. The current way is more clean but the things that were removed were able to be more useful where they were.

Thu, Sep 20, 5:27 PM · Code Quest, User Interface
Julien Kaspar (JulienKaspar) added a comment to T54582: 2.8 UI Tools: Tools Design.

I think it could very well work in an overhauled sidebar but the pinning will still be useful to implement in that one then. Sometimes you would want to have the interface of an addon like Blenrig visible on the side even when going fullscreen but while also having the transform properties visible at the same time. So pinning them makes them both visible without switching tabs constantly in the future sidebar.
it's just a shame of not being able to use the space in the toolbar if available space on the sidebar would run out. The current way is more clean bu the things that were removed were able to be more useful were they were.

Thu, Sep 20, 4:34 PM · Code Quest, User Interface
Alberto Velázquez (dcvertice) added a comment to T54582: 2.8 UI Tools: Tools Design.

Don't waste your time. UI team have ignored all feedback in blender 2.8.

Thu, Sep 20, 4:26 PM · Code Quest, User Interface
Ludvik Koutny (rawalanche) added a comment to T54582: 2.8 UI Tools: Tools Design.

I support the idea of left toolbar being exclusively dedicated to tools. The mockup by @Julien Kaspar (JulienKaspar) looks like a step back in a scope of cleanup that has been done since 2.8 development started. It would allow the left toolbar to again become "everything bar" of random buttons, which was a big pain in 2.79.

Thu, Sep 20, 4:14 PM · Code Quest, User Interface
William Reynish (billreynish) added a comment to T54582: 2.8 UI Tools: Tools Design.

The idea is that we will have a panel in the Sidebar for commands. We really don't want to through loads of commands in the toolbar, because users can also find those commands in the menus, which have become more accessible, so it's no longer necessary to have them always visible. Users can also add commonly used commands to their own custom Q menu, or use the W-menu (which will be right-clicking when using LMB select) with the most common commands.

Thu, Sep 20, 3:41 PM · Code Quest, User Interface
Brecht Van Lommel (brecht) added a comment to T54582: 2.8 UI Tools: Tools Design.

Adding the tabs to the 3D view sidebar is still planned yes. T56350: UI Tasks (parent task) lists all the UI tasks that we consider required to finish before releasing a 2.8 beta.

Thu, Sep 20, 3:39 PM · Code Quest, User Interface
Julien Kaspar (JulienKaspar) added a comment to T54582: 2.8 UI Tools: Tools Design.

An alternative would be the concept of the 3D View Sidebar in the task T55407, described under "2: Panel Addons" but I wonder how customisation this space will be, how it interacts with the N panel and if this concept is still planned to be implemented.

Thu, Sep 20, 3:14 PM · Code Quest, User Interface
Julien Kaspar (JulienKaspar) added a comment to T54582: 2.8 UI Tools: Tools Design.

I finally want to share my concerns and suggestions for the current design of the toolbar itself.

Thu, Sep 20, 2:35 PM · Code Quest, User Interface
Ludvik Koutny (rawalanche) added a comment to T56571: Tools: Per-tool Todo List .

"We could combine Extrude Region, Extrude Individual, Extrude Along Normals into same tool, and simply add a tool setting to switch between the various extrusion methods"

Thu, Sep 20, 1:25 PM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 11:26 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 11:24 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 10:48 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T54661: Gizmo Design.
Thu, Sep 20, 10:45 AM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 10:41 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 10:40 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 10:32 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T54661: Gizmo Design.
Thu, Sep 20, 10:12 AM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T56744: Proposal: Improving Brush Workflow in Blender.
Thu, Sep 20, 10:09 AM · User Interface, BF Blender: 2.8
William Reynish (billreynish) updated the task description for T56744: Proposal: Improving Brush Workflow in Blender.
Thu, Sep 20, 10:09 AM · User Interface, BF Blender: 2.8
Bastien Montagne (mont29) closed T56770: Crash after set language to Simplified Chinese as Resolved.

Assuming that’s solved then…

Thu, Sep 20, 9:01 AM · User Interface, BF Blender: 2.8
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 1:07 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T56571: Tools: Per-tool Todo List .
Thu, Sep 20, 1:05 AM · BF Blender: 2.8, User Interface, Code Quest