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) and @Jonathan Williamson (carter2422). 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.

Core UI Team

Module Owners: @Pablo Vazquez (venomgfx) @Jonathan Williamson (carter2422)
Developers: @Ton Roosendaal (ton) @Julian Eisel (Severin) @Brecht Van Lommel (brecht)
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

Cathy Barnes (ShadowBiter) added a comment to D2133: Viewport HMD integration using OpenHMD.

I was asked to post my results on using this branch.
I have been doing occasional testing for about a half year now, initially with my Oculus DK2 and since the last version with my Vive.
On Linux everything works how i would expect it, the only thing which is a little confusing is that there is no virtual mouse representation yet in the VR window.
Normally this is done by creating a virtual mouse pointer in each half and have them track with half of the horizontal resolution when the hardware mouse is present in the window.

Mon, Mar 27, 7:19 PM · User Interface
Gaia Clary (gaiaclary) added a comment to T50901: Blender Template System (Blender 101 Related).

So, today i have been playing a bit with the new templates system. And of course the very first thing i did was to let Blender crash with it :)

Mon, Mar 27, 7:09 PM · User Interface
Diego Gangl (januz) added a comment to T50845: Top Bar Design.

How would vector properties (x,y,z) look in the bar?

Mon, Mar 27, 5:46 PM · User Interface, Restricted Project
Paweł Łyczkowski (plyczkowski) added a comment to T50845: Top Bar Design.

@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.

Mon, Mar 27, 12:43 PM · User Interface, Restricted Project

Yesterday

LazyDodo (LazyDodo) added a comment to D2133: Viewport HMD integration using OpenHMD.
-There's a race condition, use after free or double free problem somewhere, however every-time it happened visual studio was on the hmd making it impossible to debug, and I haven't been able to repro it on my main monitor, it rarely happens, and i can't seem to repro easily, so i'm gonna let this one slide. (but the problem exists)

Yeah i tried a couple of times but can not reproduce this, let me know when you find it though!

Sun, Mar 26, 7:17 PM · User Interface
Dalai Felinto (dfelinto) added a comment to T50845: Top Bar Design.

@Paweł Łyczkowski (plyczkowski) "Window specific above the line, Workspace specific below this line", I though the "current operator" was global, not per-workspace. yet it's below the line

Sun, Mar 26, 4:06 PM · User Interface, Restricted Project
Matjaž Lamut (lamoot) added a comment to T50845: Top Bar Design.

Add and remove buttons in the menu look good, but I'd ask about those extra buttons for fake user and the number of users of the datablock. What will happen with F and 5 button on the attached screenshot? Are they even relevant with the upcoming changes to how datablocks are managed in Blender?

Sun, Mar 26, 1:40 PM · User Interface, Restricted Project
LazyDodo (LazyDodo) added a comment to D2133: Viewport HMD integration using OpenHMD.

First of all i want to mention that all LazyDodo's testing is done on the Oculus CV1 on Windows, one of the 6 current devices supported by the OpenHMD version in Blender, and the most problematic case over all.

  1. The custom hidbranch had bad sloppy bugs, causing my cv1 not to be detected at all, wasted most of friday evening on this.

I found this odd, after your feedback i fixed the issue and it is working out of the box right now, i know the code is not perfect, but it is functional and hopefully a temporary fix.

Sun, Mar 26, 7:48 AM · User Interface
Joey Ferwerda (TheOnlyJoey) added a comment to D2133: Viewport HMD integration using OpenHMD.

First of all i want to mention that all LazyDodo's testing is done on the Oculus CV1 on Windows, one of the 6 current devices supported by the OpenHMD version in Blender, and the most problematic case over all.

  1. The custom hidbranch had bad sloppy bugs, causing my cv1 not to be detected at all, wasted most of friday evening on this.

I found this odd, after your feedback i fixed the issue and it is working out of the box right now, i know the code is not perfect, but it is functional and hopefully a temporary fix.

Sun, Mar 26, 5:26 AM · User Interface

Sat, Mar 25

LazyDodo (LazyDodo) requested changes to D2133: Viewport HMD integration using OpenHMD.
  1. The custom hidbranch had bad sloppy bugs, causing my cv1 not to be detected at all, wasted most of friday evening on this.
Sat, Mar 25, 10:12 PM · User Interface
Luca Rood (LucaRood) added a comment to D2539: Add support for “Per monitor DPI scaling” on Windows 8.1 and later using a “Use system DPI” preference.

Yes, that fixed it. Thanks @Brecht Van Lommel (brecht) :)
Just for reference, I'm running Arch with OpenBox.

Sat, Mar 25, 8:43 PM · BF Blender, User Interface
ronan ducluzeau (zeauro) added a comment to T51050: Improve Background Images Placement UX .

So the weird UI part is that, you see an X and Y input (which in itself I have never seen in blender before, just X and Y horizontal as separate inputs.

Sat, Mar 25, 7:51 PM · User Interface
Brecht Van Lommel (brecht) added a comment to D2539: Add support for “Per monitor DPI scaling” on Windows 8.1 and later using a “Use system DPI” preference.

@Luca Rood (LucaRood), here is fine, I committed a possible fix now in rB393efccb19e4: Fix GHOST crash on X11 with recent DPI changes on some systems..

Sat, Mar 25, 7:46 PM · BF Blender, User Interface
Luca Rood (LucaRood) added a comment to D2539: Add support for “Per monitor DPI scaling” on Windows 8.1 and later using a “Use system DPI” preference.

Hey @Brecht Van Lommel (brecht), something did indeed break, hehe.
For me Blender is segfaulting on startup (linux). Here is an asan log:

=================================================================
==15131==ERROR: AddressSanitizer: SEGV on unknown address 0x000000000000 (pc 0x7f4392681d36 bp 0x7ffc21efaa80 sp 0x7ffc21efa1f8 T0)
    #0 0x7f4392681d35 in strlen (/usr/lib/libc.so.6+0x81d35)
    #1 0x7f4397ecbe3b in __interceptor_strlen /build/gcc/src/gcc/libsanitizer/asan/asan_interceptors.cc:577
    #2 0x7f4393633b34  (/usr/lib/libX11.so.6+0x48b34)
    #3 0x7f4393634e8a in XrmGetStringDatabase (/usr/lib/libX11.so.6+0x49e8a)
    #4 0x4ab41bf in GHOST_WindowX11::getDPIHint() /home/luca/Blender/blender/intern/ghost/intern/GHOST_WindowX11.cpp:1686
    #5 0x4a97d3b in GHOST_GetDPIHint /home/luca/Blender/blender/intern/ghost/intern/GHOST_C-api.cpp:920
    #6 0x1f1388d in wm_window_set_dpi /home/luca/Blender/blender/source/blender/windowmanager/intern/wm_window.c:380
    #7 0x1f144a8 in wm_window_ghostwindow_add /home/luca/Blender/blender/source/blender/windowmanager/intern/wm_window.c:486
    #8 0x1f149d6 in wm_window_ghostwindows_ensure /home/luca/Blender/blender/source/blender/windowmanager/intern/wm_window.c:565
    #9 0x1eb1128 in WM_check /home/luca/Blender/blender/source/blender/windowmanager/intern/wm.c:395
    #10 0x1ed8cd4 in wm_homefile_read /home/luca/Blender/blender/source/blender/windowmanager/intern/wm_files.c:834
    #11 0x1ee36ac in WM_init /home/luca/Blender/blender/source/blender/windowmanager/intern/wm_init_exit.c:195
    #12 0x1ea7786 in main /home/luca/Blender/blender/source/creator/creator.c:431
    #13 0x7f4392620510 in __libc_start_main (/usr/lib/libc.so.6+0x20510)
    #14 0x1ea6f49 in _start (/home/luca/Blender/build_linux_debug/bin/blender+0x1ea6f49)
Sat, Mar 25, 4:13 PM · BF Blender, User Interface
Joshua Leung (aligorith) added a comment to T51050: Improve Background Images Placement UX .

At least in the 3D view, there's also the option of just using Image Empties that can be manipulated in these ways. AFAIK, it seems quite similar to the "textured plane" approach you mention, except it's not really "real" geometry that hangs around. That said, I haven't really used these enough to tell if there are some serious downsides to doing this (or whether they're already considered the "better" way of doing this).

Sat, Mar 25, 2:18 PM · User Interface
Brecht Van Lommel (brecht) added a comment to D2539: Add support for “Per monitor DPI scaling” on Windows 8.1 and later using a “Use system DPI” preference.

Committed now, moving the button to the Interface tab, and increasing the default range to 0.5..2.0x, and more tweaks for forward/backward compatibility.

Sat, Mar 25, 11:32 AM · BF Blender, User Interface
Brecht Van Lommel (brecht) closed D2539: Add support for “Per monitor DPI scaling” on Windows 8.1 and later using a “Use system DPI” preference by committing rBfe3fb236970c: Automatic DPI for all platforms, per monitor DPI for Windows. (authored by Wouter <waterflames>).
Sat, Mar 25, 11:30 AM · BF Blender, User Interface
Martin Lindelöf (aermartin) created T51050: Improve Background Images Placement UX .
Sat, Mar 25, 10:31 AM · User Interface

Fri, Mar 24

Bastien Montagne (mont29) added a comment to T43295: Translation disambiguation requests.

@Chau done.

Fri, Mar 24, 8:03 PM · BF Blender, Translations, User Interface
LazyDodo (LazyDodo) added a comment to D2133: Viewport HMD integration using OpenHMD.

In short: If we want a multi-platform HMD support in Blender that's all we can get for now. For Linux users that's a big step forward, for Windows users not so much. (Not sure how HMD support in OSX is doing in general.)

I do recognize this is a leap forward for some platforms, and I'm not flat out rejecting the differential, I'm just saying we shouldn't ship oculus support on windows (and should really investigate the vive status) because support on this platform does not reach the quality bar. If if works properly on other platforms, there's no reason to hold those back.

Regarding the projection issue you mentioned... it's of course hard to tell, but I'd guess this happened while in camera view? The projection matrix is still wrong in that case, one of the 4 things to fix before pushing. If this happens outside of camera view and if you don't get this in other apps, it's a bug that needs to be addressed.

I just dragged in a monkey, and clicked start hmd session. if that's not the right way, some other tweaks to the ui might be needed to prevent users from doing the same?

So i just pushed the functionality for disabling OVRService only when opening the device, while running in administrator mode.
This requires my hidapi patch (currently on https://github.com/TheOnlyJoey/hidapi), will be mainlined in some form later on.

I also pushed fixes to the CV1 including new distortion parameters that are confirmed to be correct :)
If this is all fine, i will submit my documentation as patch and would like to request merge to master so we can get in before bcon3.

Fri, Mar 24, 3:36 PM · User Interface
blend-it (blend-it) added a comment to T43295: Translation disambiguation requests.

@Bastien Montagne (mont29) Screen: http://www.wordreference.com/ said that "projection" is a synonyms for screen, so in English is not so wrong. ;) In Italian, Adobe translate with a word that sound like "reduce color fading to white", "un-color" or "de-color" (scolora). I will use adobe's way because I think Gimp have to reference to Photoshop (and be friendly to photoshop users), and the next step is that gimp have to be the reference for 2D raster graphic stuff. But other ideas/criteria are welcome. :)

Fri, Mar 24, 10:44 AM · BF Blender, Translations, User Interface
Joey Ferwerda (TheOnlyJoey) added a comment to D2133: Viewport HMD integration using OpenHMD.

In short: If we want a multi-platform HMD support in Blender that's all we can get for now. For Linux users that's a big step forward, for Windows users not so much. (Not sure how HMD support in OSX is doing in general.)

I do recognize this is a leap forward for some platforms, and I'm not flat out rejecting the differential, I'm just saying we shouldn't ship oculus support on windows (and should really investigate the vive status) because support on this platform does not reach the quality bar. If if works properly on other platforms, there's no reason to hold those back.

Regarding the projection issue you mentioned... it's of course hard to tell, but I'd guess this happened while in camera view? The projection matrix is still wrong in that case, one of the 4 things to fix before pushing. If this happens outside of camera view and if you don't get this in other apps, it's a bug that needs to be addressed.

I just dragged in a monkey, and clicked start hmd session. if that's not the right way, some other tweaks to the ui might be needed to prevent users from doing the same?

Fri, Mar 24, 6:02 AM · User Interface
Chau (BlenderNavi) added a comment to T43295: Translation disambiguation requests.

@blend-it (blend-it) I need specific examples (both in PO and UI, with meaning of the different translations for same English word) to handle it correctly. ;)

@Chau (BlenderNavi) Don’t think we need more detail in context here, context is primarily for gettext disambiguation, helping translators is only a secondary goal for them. Also, the :src: comment tells you more than what you may think: since it’s bpy.types, you know that this is data, not action (which would be an operator, bpy.ops..... Further more, the final formating (bpy.types.class.prop_name:'VALUE') tells you that you are dealing with a specific option/value of an Enum property here (the type of a Sequence, i.e. strip).

Indeed, you need to understand a bit of Blender’s internals (at least on its py API level) to sort some cases (or just use the try-and-fix approach), but we really cannot add more complexity to our i18n handling code-wise just to make translators’ life easier, code has to remain reasonably simple and efficient here. ;)

Fri, Mar 24, 2:24 AM · BF Blender, Translations, User Interface

Thu, Mar 23

Albert (wevon) added a comment to T51021: Viewport Design.

Opacity of the edges relative to the length of these on the screen.

Thu, Mar 23, 5:59 PM · User Interface, Restricted Project
Сергей Яничкин (mingun) added a comment to T43295: Translation disambiguation requests.

Another ambiguous word is "Both". Currently in Russian translation it translated as "Везде" (which means "everywhere" in English), which is totally wrong in some cases. For example, case :src: bpy.types.CyclesMaterialSettings.displacement_method:'BOTH' would be translated as "Оба" (which means "one and another" in English). In this case, it is preferable, of course, to change the names in the interface to something like "True displacement", "Bump mapping" and "True displacement + Bump mapping", but in others - it will be "Оба" / "Обе" (note for different - masculine vs feminine).

#. :src: bpy.types.FluidFluidSettings.volume_initialization:'BOTH'
#. :src: bpy.types.InflowFluidSettings.volume_initialization:'BOTH'
#. :src: bpy.types.ObstacleFluidSettings.volume_initialization:'BOTH'
#. :src: bpy.types.OutflowFluidSettings.volume_initialization:'BOTH'
#. :src: bpy.types.SEQUENCER_OT_cut.side:'BOTH'
#. :src: bpy.types.SEQUENCER_OT_select_active_side.side:'BOTH'
#. :src: bpy.types.SEQUENCER_OT_select_handles.side:'BOTH'
#. :src: bpy.types.CyclesMaterialSettings.displacement_method:'BOTH'
#: source/blender/editors/interface/interface_templates.c:1405
msgid "Both"
msgstr "Везде"

Another word - "Tangent", which translated to Russian as "Тангенс" and implies mathematical function tan (:src: bpy.types.FModifierFunctionGenerator.function_type:'TAN'). But in most other cases, like :src: bpy.types.BakeSettings.normal_space:'TANGENT', :src: bpy.types.LineStyleAlphaModifier_AlongStroke.type:'TANGENT' and others it is meant "kind of space" and should be translated as "Касательное" or "Касательные" (this is two different meanings in Russian!)

#. :src: bpy.types.BakeSettings.normal_space:'TANGENT'
#. :src: bpy.types.FModifierFunctionGenerator.function_type:'TAN'
#. :src: bpy.types.Curve.twist_mode:'TANGENT'
#. :src: bpy.types.ParticleSettings.tangent_factor
#. :src: bpy.types.LineStyleAlphaModifier_AlongStroke.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_CreaseAngle.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_Curvature_3D.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_DistanceFromCamera.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_DistanceFromObject.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_Material.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_Noise.type:'TANGENT'
#. :src: bpy.types.LineStyleAlphaModifier_Tangent
#. :src: bpy.types.LineStyleAlphaModifier_Tangent.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_AlongStroke.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_CreaseAngle.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_Curvature_3D.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_DistanceFromCamera.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_DistanceFromObject.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_Material.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_Noise.type:'TANGENT'
#. :src: bpy.types.LineStyleColorModifier_Tangent
#. :src: bpy.types.LineStyleColorModifier_Tangent.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_AlongStroke.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_Calligraphy.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_CreaseAngle.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_Curvature_3D.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_DistanceFromCamera.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_DistanceFromObject.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_Material.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_Noise.type:'TANGENT'
#. :src: bpy.types.LineStyleThicknessModifier_Tangent
#. :src: bpy.types.LineStyleThicknessModifier_Tangent.type:'TANGENT'
#. :src: bpy.types.MeshLoop.tangent
#. :src: bpy.types.CompositorNodeMath.operation:'TANGENT'
#. :src: bpy.types.ShaderNodeMath.operation:'TANGENT'
#. :src: bpy.types.ShaderNodeTangent
#. :src: bpy.types.TextureNodeMath.operation:'TANGENT'
#. :src: bpy.types.OBJECT_OT_bake.normal_space:'TANGENT'
#. :src: bpy.types.SCENE_OT_freestyle_alpha_modifier_add.type:'TANGENT'
#. :src: bpy.types.SCENE_OT_freestyle_color_modifier_add.type:'TANGENT'
#. :src: bpy.types.SCENE_OT_freestyle_thickness_modifier_add.type:'TANGENT'
#. :src: bpy.types.RenderSettings.bake_normal_space:'TANGENT'
#. :src: bpy.types.MaterialTextureSlot.normal_map_space:'TANGENT'
#. :src: bpy.types.MaterialTextureSlot.texture_coords:'TANGENT'
#: source/blender/blenkernel/intern/customdata.c:1261
#: source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c:37
#: source/blender/nodes/shader/nodes/node_shader_bsdf_hair.c:36
#: source/blender/nodes/shader/nodes/node_shader_geometry.c:34
#: source/blender/nodes/shader/nodes/node_shader_tangent.c:32
msgid "Tangent"
msgstr "Тангенс"
Thu, Mar 23, 5:35 PM · BF Blender, Translations, User Interface
Bastien Montagne (mont29) added a comment to T43295: Translation disambiguation requests.

Regarding screen, I find it a bit funny to use that word and english, and then use 'superposition' in french or whatever… It’s not even correct, actually (maybe “projection” would be better, but doubt there is a perfect wording for that). So will keep “écran” in french as well, also have the plus side of being direct translation of english, and being also used in Gimp & co, reduces confusion imho…

Thu, Mar 23, 5:25 PM · BF Blender, Translations, User Interface
blend-it (blend-it) added a comment to T43295: Translation disambiguation requests.

@Bastien Montagne (mont29): Ok, "Screen" and "Frame" disambiguation needs follow.

Thu, Mar 23, 4:28 PM · BF Blender, Translations, User Interface
Albert (wevon) added a comment to T51021: Viewport Design.

What if, in addition to filtering the visibility of objects with the collection, are also highlighted or filtered objects with labels?

Thu, Mar 23, 3:41 PM · User Interface, Restricted Project
Aaron Carlisle (Blendify) abandoned D2517: UI: Allow menus to only be extended by add-ons if needed.

Closing, committed in rB1600b93fb822ea39383ea6849f866aac767ceb12

Thu, Mar 23, 2:13 PM · User Interface, BF Blender
ronan ducluzeau (zeauro) added a comment to T51021: Viewport Design.

I don't subscribe to the idea that fading on border of screen on XY view axis adds depth. IMO, talking about depth only makes sense on Z View axis.
Videos are only showing one object on center of the view.
But I don't see interest of such a thing for a bigger and more complex scene where grid is supposed to help you to appreciate distance between objects.

Thu, Mar 23, 11:23 AM · User Interface, Restricted Project
Brendon Murphy (meta-androcto) accepted D2517: UI: Allow menus to only be extended by add-ons if needed.

committed original patch: https://developer.blender.org/P302
https://developer.blender.org/rB1600b93fb822ea39383ea6849f866aac767ceb12

Thu, Mar 23, 11:13 AM · User Interface, BF Blender
Ton Roosendaal (ton) added a comment to T51021: Viewport Design.

Hi everyone,

Thu, Mar 23, 10:52 AM · User Interface, Restricted Project
Bastien Montagne (mont29) renamed T43295: Translation disambiguation requests from "Update/unfreeze gettext "contexts" or at least change some UI strings for better translations and improve user experience" to "Translation disambiguation requests".
Thu, Mar 23, 10:27 AM · BF Blender, Translations, User Interface
Bastien Montagne (mont29) added a comment to T43295: Translation disambiguation requests.

@blend-it (blend-it) I need specific examples (both in PO and UI, with meaning of the different translations for same English word) to handle it correctly. ;)

Thu, Mar 23, 10:19 AM · BF Blender, Translations, User Interface
cédric lepiller (pitiwazou) added a comment to T51021: Viewport Design.

The grid like modo seems to be the best choice, it's simle and fine.

Thu, Mar 23, 9:56 AM · User Interface, Restricted Project
Chau (BlenderNavi) added a comment to T43295: Translation disambiguation requests.

One problem is Blender is BIG software, some times I not certain about where in Blender or what context is using a message. Screen image or video would help but no way exist for link that with .po files.

Thu, Mar 23, 2:46 AM · BF Blender, Translations, User Interface

Wed, Mar 22

Clément Foucault (fclem) added a comment to T51021: Viewport Design.


Couldn't the view distance be coupled to the already existing viewport clipping distance parameter in an elegant fashion?
I don't think one would need to see a grid beyond one's viewport clipping distance too often - or ever.

Wed, Mar 22, 10:53 PM · User Interface, Restricted Project
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

Couldn't the view distance be coupled to the viewport clipping distance in an elegant fashion?
I don't think one would need to see a grid beyond one's viewport clipping distance too often - or ever.

Wed, Mar 22, 10:22 PM · User Interface, Restricted Project
Albert (wevon) added a comment to T51021: Viewport Design.

Wow, the grid is cool! You might charge less if you gain opacity near the selected object and updates while object is moving.
The last suggestion of today. Perhaps objects that can not be selected should be darker or cooler.

Wed, Mar 22, 10:09 PM · User Interface, Restricted Project
Clément Foucault (fclem) added a comment to T51021: Viewport Design.

To be honest, I find a fading grid a lot more attractive and visually clean than an infinite grid. There's really no tangible benefit to see grid lines into infinity, on the contrary - at low viewing angles it just clutters up the view towards the horizon line.

It IS fading ! Latest screenshot did not show it properly and my description was misleading.

Wed, Mar 22, 10:05 PM · User Interface, Restricted Project
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

Show optionally, proportional transformation with an editable color gradient

Wed, Mar 22, 9:52 PM · User Interface, Restricted Project
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.

To be honest, I find a fading grid a lot more attractive and visually clean than an infinite grid. There's really no tangible benefit to see grid lines into infinity, on the contrary - at low viewing angles it just clutters up the view towards the horizon line.

Wed, Mar 22, 9:49 PM · User Interface, Restricted Project
Aaron Carlisle (Blendify) added a comment to T51021: Viewport Design.

I think this would work well as a user preference option (falloff control)

Wed, Mar 22, 9:44 PM · User Interface, Restricted Project
Clément Foucault (fclem) added a comment to T51021: Viewport Design.

I just implemented the infinite grid idea.

Wed, Mar 22, 9:41 PM · User Interface, Restricted Project
Albert (wevon) added a comment to T51021: Viewport Design.

Show optionally, proportional transformation with an editable color gradient

Wed, Mar 22, 9:32 PM · User Interface, Restricted Project
blend-it (blend-it) added a comment to T43295: Translation disambiguation requests.

"Screen" and "Frame" synonyms are currently most important problems in italian translation.

Wed, Mar 22, 9:29 PM · BF Blender, Translations, User Interface
Albert (wevon) added a comment to T51021: Viewport Design.

The mesh subdivided could lose opacity according to the number of subdivision.
The UV islands may have different colors in Edit Mode.

Wed, Mar 22, 9:18 PM · User Interface, Restricted Project
Clément Foucault (fclem) added a comment to T51021: Viewport Design.
Wed, Mar 22, 1:11 PM · User Interface, Restricted Project
Paweł Łyczkowski (plyczkowski) added a comment to T51021: Viewport Design.
Wed, Mar 22, 12:27 PM · User Interface, Restricted Project
Chris Offner (chrisoffner3d) added a comment to T51021: Viewport Design.
Wed, Mar 22, 12:17 PM · User Interface, Restricted Project