User InterfaceProject
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Members (20)

Watchers (6)

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: @Campbell Barton (campbellbarton) @Thomas Dinges (dingto) @Ton Roosendaal (ton) @Julian Eisel (Severin) @Antony Riakiotakis (psy-fi)
UI Designers: @Andrew Price (andrewprice) @William Reynish (billrey) @Paweł Łyczkowski (plyczkowski)

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

Recent Activity

Thu, Jul 28

Brendon Murphy (meta-androcto) added a comment to T48709: Official Pie menus/3d Viewport Pies (Promote: Addons Release).

list of fixes & answers to review questions:

Thu, Jul 28, 1:17 PM · User Interface, Addons
Mitchell Stokes (moguri) closed D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI.

Pushed as commit rB3a4c307652e7e58aace0384d7306b28b7626a1d9

Thu, Jul 28, 4:42 AM · User Interface
Campbell Barton (campbellbarton) closed T48951: Crash when invoking report after operator dialog as "Resolved" by committing rBa27acefd0c89: Fix T48951: Crash refreshing some popups.
Thu, Jul 28, 3:15 AM · User Interface, BF Blender
Julian Eisel (Severin) edited the description of T48951: Crash when invoking report after operator dialog.
Thu, Jul 28, 1:40 AM · User Interface, BF Blender

Wed, Jul 27

Julian Eisel (Severin) added a project to T48709: Official Pie menus/3d Viewport Pies (Promote: Addons Release): User Interface.
Wed, Jul 27, 3:04 PM · User Interface, Addons
Campbell Barton (campbellbarton) claimed T48951: Crash when invoking report after operator dialog.
Wed, Jul 27, 8:26 AM · User Interface, BF Blender

Tue, Jul 26

Julian Eisel (Severin) edited the description of T48951: Crash when invoking report after operator dialog.
Tue, Jul 26, 9:55 PM · User Interface, BF Blender
Julian Eisel (Severin) added a comment to T48951: Crash when invoking report after operator dialog.

Already spent over half a day on this and I'd like to hear if someone sees a better way to fix this. Feel free to claim if you feel like, otherwise I'll have another look at some point.

Tue, Jul 26, 9:50 PM · User Interface, BF Blender
Julian Eisel (Severin) edited the description of T48951: Crash when invoking report after operator dialog.
Tue, Jul 26, 9:46 PM · User Interface, BF Blender
Julian Eisel (Severin) updated subscribers of T48951: Crash when invoking report after operator dialog.
Tue, Jul 26, 9:44 PM · User Interface, BF Blender
Julian Eisel (Severin) created T48951: Crash when invoking report after operator dialog.
Tue, Jul 26, 9:43 PM · User Interface, BF Blender
Perry Sieber (Perrishnikov) added a comment to D1226: Templates for startup.blend files.

I'd like to give this script a try. How do I go about doing this?

Tue, Jul 26, 9:38 PM · User Interface

Fri, Jul 22

Mikhail Rachinskiy (alm) added a comment to D1799: Presets for scene units.

@Brecht Van Lommel (brecht) It's Maya.

Fri, Jul 22, 3:33 PM · User Interface
Brecht Van Lommel (brecht) added a comment to D1799: Presets for scene units.

Out of curiosity, which 3D animation packages do not work with an alias system for units?

Fri, Jul 22, 1:14 AM · User Interface
Andy Davies (metalliandy) added a comment to D1799: Presets for scene units.

@Andy Davies (metalliandy) hi Andy, this thread is about making Units UI comprehensible, so users could figure it out without first searching for a tutorial on YouTube.
Your complain is about the Unit System itself. Of course presets are basically just py scripts and we can do what ever we want, like change the scale of all objects in the scene to preserve their size in units for eg., but to me it looks like an insane idea.

It seems like the person who implemented the unit system in Blender 2.5 did it the easy way and without looking into other 3D packages (like Fgons in 2.4). He created an alias system where chosen units are displayed in the UI (Location, Dimension properties and Grids), but under the hood it still just generic Blender units, and by changing the units settings we just change aliases:
1 BU = 1 Meter
1 BU = 1 Millimeter
etc.

That's why objects "change their size" with different unit presets—because actually they don't.
That's why if you use feet for scene units, and move your object by typing 1 on your keyboard, object moves not for 1 feet, but for 3.657 feet—because 1 BU = 3.657 Feet.

So to all people who want better Unit System for Blender: stop proposing improvements for the current unit system, Blender should be cleansed from this filth and have a new unit system with thought out and robust design.

As for now just skip this crap.
Problems and confusion—that's the only thing the current unit system can offer to you.

Fri, Jul 22, 12:56 AM · User Interface

Thu, Jul 21

Ton Roosendaal (ton) added a comment to T38384: Layer Manager.

I will be on a Siggraph Pixar lunch where USD gets launched, will talk to them about how Blender works and what they'd advise to us. I think their design doc is really great, but it's oriented at big studios with mixed software pipelines. We can make sure Blender fits in well though.

Thu, Jul 21, 5:44 PM · BF Blender, User Interface
Brecht Van Lommel (brecht) added a comment to T38384: Layer Manager.

I agree we aren't ready for USD at all and that implementing USD layers is out of scope here. Just wanted to clarify this distinction since the diagram is not explicit about it.

Thu, Jul 21, 2:52 PM · BF Blender, User Interface
Ton Roosendaal (ton) added a comment to T38384: Layer Manager.

USD layers are (entirely) different concepts than what we have working in Blender currently.
It's very interesting to investigate, but it was not the scope or topic of the layer editor. We don't even know yet what to do with USD and Blender (probably only export and import).

Thu, Jul 21, 1:43 PM · BF Blender, User Interface
Brecht Van Lommel (brecht) added a comment to T38384: Layer Manager.

Since USD is being mentioned in the diagram as well, some notes about USD layers:

  • Can have sub-layers (nesting)
  • Are not tied to scenes, they are reused across scenes
  • Do not correspond to render layers delivered by the renderer
Thu, Jul 21, 1:21 PM · BF Blender, User Interface
Ilya (Driver) added a watcher for User Interface: Ilya (Driver).
Thu, Jul 21, 11:10 AM

Wed, Jul 20

Brecht Van Lommel (brecht) added a comment to T38384: Layer Manager.

Thanks for the diagram, I won't comment on the overall design of that here since it would lead us off topic.

Wed, Jul 20, 3:24 PM · BF Blender, User Interface
Ton Roosendaal (ton) added a comment to T38384: Layer Manager.

Link to wiki: https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesign

Wed, Jul 20, 1:29 PM · BF Blender, User Interface
Ton Roosendaal (ton) added a comment to T38384: Layer Manager.

I am running design ideas back and forth with Sergey and otehrs for how to formally treat DNA data, scene data (depsgraph controlled), and render engine date for 2.8. Will come with a write up asap. It will make clear how layers fit in well.

Wed, Jul 20, 11:06 AM · BF Blender, User Interface
Ton Roosendaal (ton) added a comment to T38384: Layer Manager.

It is sane design to separate the data side of things (assets, objects, scenes, groups, referencing and linkage) from the display organization of things (layers). The fact we were using bitflag layers in the past to organize things was always a weak design (physics, metaballs)

Wed, Jul 20, 9:33 AM · BF Blender, User Interface
Warren Bahler (russcript) added a comment to T38384: Layer Manager.

@Brecht Van Lommel (brecht) , the way I understood, is that the render layers are basically containers or groups for the normal layers, containing render properties, and passes, and display overrides for the layers they contain. they don't actually set layer visibility, that will be determined by the layers themselves.

Wed, Jul 20, 12:33 AM · BF Blender, User Interface

Tue, Jul 19

ronan ducluzeau (zeauro) added a comment to T38384: Layer Manager.
Tue, Jul 19, 11:23 PM · BF Blender, User Interface
Paweł Łyczkowski (plyczkowski) added a comment to T38384: Layer Manager.

I think there needs to be some data structure to organize objects, one that persists across scenes. Maybe that's the role of groups, or another concept that does not exist yet

Tue, Jul 19, 10:00 PM · BF Blender, User Interface
Brecht Van Lommel (brecht) added a comment to T38384: Layer Manager.

I think there needs to be some data structure to organize objects, one that persists across scenes. Maybe that's the role of groups, or another concept that does not exist yet, but layers are used for that currently, and if they only exist within a single scene that won't work anymore.

Tue, Jul 19, 9:14 PM · BF Blender, User Interface
Paweł Łyczkowski (plyczkowski) added a comment to T38384: Layer Manager.

So why keep the old bits?
this is something we should test and decide based on experience

Tue, Jul 19, 8:13 PM · BF Blender, User Interface
Ton Roosendaal (ton) added a comment to T38384: Layer Manager.

There are a lot of ways people can use (and will use) layers. When I worked with Julian on the design we looked at it from many angles and tried to find a good middle ground that will satisfy most use cases, while keeping sufficient compatibility with the past, and especially supporting how the viewport in 2.8 will work and how I envision workflow (and workflow configuration in general) to work.

Tue, Jul 19, 7:03 PM · BF Blender, User Interface

Sat, Jul 16

Isaac Weaver (wisaac) added a comment to D2007: Allow users to have vertical nodes in the node editor.

The main reason why vertical nodes would be useful is that they take up less space than horizontal nodes which could be important in some situations (e.g. stringing together lots of math nodes to create a simple math formula). It's also worth mentioning that node-based software (Houdini, Nuke, etc.) tend to use vertical nodes.

Sat, Jul 16, 8:38 PM · User Interface, Nodes

Fri, Jul 15

Mikhail Rachinskiy (alm) added a comment to D1799: Presets for scene units.

@Andy Davies (metalliandy) hi Andy, this thread is about making Units UI comprehensible, so users could figure it out without first searching for a tutorial on YouTube.
Your complain is about the Unit System itself. Of course presets are basically just py scripts and we can do what ever we want, like change the scale of all objects in the scene to preserve their size in units for eg., but to me it looks like an insane idea.

Fri, Jul 15, 2:00 PM · User Interface
Andy Davies (metalliandy) added a comment to D1799: Presets for scene units.

Hey all,

Fri, Jul 15, 11:54 AM · User Interface
Campbell Barton (campbellbarton) closed D2093: UI: Remove spaces around `/`.

Committed rB10f5a6a57e49207173678c63b5600e8b803e2df8

Fri, Jul 15, 7:47 AM · User Interface, BF Blender
Campbell Barton (campbellbarton) accepted D2093: UI: Remove spaces around `/`.
Fri, Jul 15, 7:47 AM · User Interface, BF Blender

Thu, Jul 14

Paweł Łyczkowski (plyczkowski) added a comment to D2007: Allow users to have vertical nodes in the node editor.

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.

Thu, Jul 14, 3:43 PM · User Interface, Nodes
Sergey Sharybin (sergey) requested changes to D2007: Allow users to have vertical nodes in the node editor.

Since there's nothing to be really reviewed from code yet, marking as changes required so we can move forward.

Thu, Jul 14, 3:34 PM · User Interface, Nodes
Campbell Barton (campbellbarton) added a comment to D2007: Allow users to have vertical nodes in the node editor.

Am quite skeptical of supporting multiple directions to draw, these kinds of options end up giving us problems supporting them long term (supporting all combinations of options).

Thu, Jul 14, 3:31 PM · User Interface, Nodes
Campbell Barton (campbellbarton) added a comment to D2024: TexPaint Workflow: "Generated" Images are now packed in the .blend file automatically by default.

I'm wondering if we need an option for this,
Couldn't we detect generated images which are dirty and always pack these images on save?

Thu, Jul 14, 3:19 PM · User Interface, Sculpting and Painting, BF Blender
Sergey Sharybin (sergey) requested changes to D2024: TexPaint Workflow: "Generated" Images are now packed in the .blend file automatically by default.

I'm not really sure it's best implementaiton. You're setting IMA_AUTO_PACK automatically but never reset this flag. What id leads to is imagine such a workflow:

Thu, Jul 14, 3:13 PM · User Interface, Sculpting and Painting, BF Blender

Sat, Jul 9

Joshua Leung (aligorith) closed T48816: Switching between Dope Sheet 'modes' causes 'Show Sliders' to renable itself as "Invalid".

Not a bug.

Sat, Jul 9, 1:35 AM · User Interface, BF Blender

Fri, Jul 8

Ray Mairlot (madog) created T48816: Switching between Dope Sheet 'modes' causes 'Show Sliders' to renable itself.
Fri, Jul 8, 9:43 PM · User Interface, BF Blender
Aaron Carlisle (Blendify) created D2093: UI: Remove spaces around `/`.
Fri, Jul 8, 7:15 PM · User Interface, BF Blender

Wed, Jul 6

Duarte Farrajota Ramos (duarteframos) updated subscribers of D712: Remove the auto-disable renderborder feature.
Wed, Jul 6, 5:24 AM · User Interface, Cycles

Tue, Jul 5

Brecht Van Lommel (brecht) accepted D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI.

Seems fine to me, I think use_game_engine is from before COMPAT_ENGINES was introduced.

Tue, Jul 5, 10:36 PM · User Interface
Brecht Van Lommel (brecht) closed D712: Remove the auto-disable renderborder feature by committing rB5b99dd5859c3: Render border: don't disable when drawing around the entire camera..
Tue, Jul 5, 10:31 PM · User Interface, Cycles
Julian Eisel (Severin) added a comment to T45212: Absolute Grid Snapping Corner Cases.

What's the status on this? Do we need to keep the task open? Has the issue with individual origins been addressed?

Tue, Jul 5, 8:26 PM · Mesh Modeling, User Interface
Mitchell Stokes (moguri) added a reviewer for D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI: Brecht Van Lommel (brecht).
Tue, Jul 5, 6:07 PM · User Interface
Mitchell Stokes (moguri) created D2081: Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for UI.
Tue, Jul 5, 7:17 AM · User Interface
Brecht Van Lommel (brecht) added a comment to D712: Remove the auto-disable renderborder feature.

I think the behavior change is good, and after D2080 this patch can be even simpler since all the changes outside of view3d_edit.c will become unnecessary.

Tue, Jul 5, 1:46 AM · User Interface, Cycles