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

William Reynish (billreynish) updated subscribers of T54861: Status Bar Design.
Thu, May 24, 12:14 AM · BF Blender: 2.8, User Interface, Code Quest

Yesterday

Joshua Leung (aligorith) updated the task description for T55145: Implement Driver Workflow Changes.
Wed, May 23, 6:22 PM · User Interface, Animation, Code Quest
Joshua Leung (aligorith) updated the task description for T55145: Implement Driver Workflow Changes.
Wed, May 23, 4:35 PM · User Interface, Animation, Code Quest
Joshua Leung (aligorith) updated the task description for T55145: Implement Driver Workflow Changes.
Wed, May 23, 2:59 PM · User Interface, Animation, Code Quest
William Reynish (billreynish) updated the task description for T54963: Blender 2.8 Industry Standard Keymap.
Wed, May 23, 11:22 AM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T54963: Blender 2.8 Industry Standard Keymap.
Wed, May 23, 11:18 AM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T54963: Blender 2.8 Industry Standard Keymap.
Wed, May 23, 11:00 AM · User Interface, BF Blender: 2.8, Code Quest
Campbell Barton (campbellbarton) updated the task description for T54943: Blender 2.8 Defaults.
Wed, May 23, 10:20 AM · BF Blender: 2.8, User Interface, Code Quest
Campbell Barton (campbellbarton) added a comment to T54943: Blender 2.8 Defaults.

I noticed: "Pie Menus, Switching modes" is listed.

Wed, May 23, 9:45 AM · BF Blender: 2.8, User Interface, Code Quest
Campbell Barton (campbellbarton) updated the task description for T54943: Blender 2.8 Defaults.
Wed, May 23, 9:42 AM · BF Blender: 2.8, User Interface, Code Quest
Campbell Barton (campbellbarton) updated the task description for T54943: Blender 2.8 Defaults.
Wed, May 23, 9:42 AM · BF Blender: 2.8, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Context-sensitive menus for right-click is not out of scope - it's exactly the kind of thing we want to enable with this keymap.

Wed, May 23, 9:05 AM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Context-sensitive menus for right-click is not out of scope - it's exactly the kind of thing we want to enable with this keymap.

Wed, May 23, 3:02 AM · User Interface, BF Blender: 2.8, Code Quest
cédric lepiller (pitiwazou) added a comment to T54943: Blender 2.8 Defaults.

Indeed if you are sure to know wich type of render you want or if you want to match a camera.

Wed, May 23, 1:33 AM · BF Blender: 2.8, User Interface, Code Quest
Duarte Farrajota Ramos (duarteframos) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

I believe the space bar, being such a prominent and easy to reach key in most keyboards, should be reserved for something really important and frequently used.
Quite frankly I wouldn't mind at all if it was kept as the current search menu, it is an easy way to reach most operators not immediately available in the UI.

Wed, May 23, 12:58 AM · User Interface, BF Blender: 2.8, Code Quest
Brecht Van Lommel (brecht) added a comment to T54943: Blender 2.8 Defaults.

I'm not sure how it would be bad to use a display transform that is closer to what will be in the final render, how else can you judge what the material will actually look like? When creating shaders with a LUT which doesn't properly handle HDR colors, users might avoid them and end up with dull materials in the final render.

Wed, May 23, 12:18 AM · BF Blender: 2.8, User Interface, Code Quest

Tue, May 22

KiJeon (0o00o0oo) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

I agree. Context-sensitive right-click menus I think should be a given for industry standard keymap.

Tue, May 22, 11:01 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) added a comment to T54661: Manipulator Widgets Design.

We already talked about that kind of a possibility. It would probably make the tool harder to make, so for now we’ll most likely hold off on doing that, but perhaps it can be revisited later on.

Tue, May 22, 10:47 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

That could be something we could do for the right-click menu, but it’s also rather redundant. There’s already a toolbar and tool shortcuts, so there are multitudes of ways to switch active tools. Instead, I think we could do something more context sensitive. Just like right-clicking on properties brings up relevant context-sensitive options, we could do the same everywhere.

Tue, May 22, 10:45 PM · User Interface, BF Blender: 2.8, Code Quest
cédric lepiller (pitiwazou) added a comment to T54943: Blender 2.8 Defaults.

Having filmic by default is IMO a bad idea.

Tue, May 22, 10:32 PM · BF Blender: 2.8, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Ludvik: Yes. This discussion got mixed in confusing ways with general features for switching tools. In the default Blender keymap, the space bar is uses for switching tools. In this Industry Standard keymap, I don't expect it to work like that, and for most tools it's not necessary, because users can simply use the shortcuts directly to switch active tools.

For this Industry Standard keymap, we should properly define how the right-click menus should work, and how the space-bar feature should work. We should analyze what all the apps do here to determine the most standard approach. Help in this area is much appreciated.

Tue, May 22, 9:45 PM · User Interface, BF Blender: 2.8, Code Quest
KiJeon (0o00o0oo) added a comment to T54661: Manipulator Widgets Design.

@William Reynish (billreynish) The Curve Extrusion tool looks very intuitive, and far superior to what Maya has.

Tue, May 22, 9:37 PM · User Interface, BF Blender: 2.8, Code Quest
KiJeon (0o00o0oo) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

@William Reynish (billreynish) In Maya, the spacebar, aside from toggling the quad view, it also shows a layout of menu items while held down:

Tue, May 22, 9:35 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T54661: Manipulator Widgets Design.
Tue, May 22, 8:14 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T54661: Manipulator Widgets Design.
Tue, May 22, 7:47 PM · User Interface, BF Blender: 2.8, Code Quest
Joshua Leung (aligorith) updated the task description for T55145: Implement Driver Workflow Changes.
Tue, May 22, 6:42 PM · User Interface, Animation, Code Quest
Joshua Leung (aligorith) triaged T55147: Eyedropper cursor icon missing when adding drivers (e.g. When using All/Single from Target) as Normal priority.
Tue, May 22, 4:07 PM · BF Blender: 2.8, User Interface, Code Quest
Joshua Leung (aligorith) added a parent task for T48461: Pinning Bones/Constraint Tabs in Properties Editor doesn't work: T54653: Driver Workflow Design.
Tue, May 22, 2:52 PM · User Interface, BF Blender
Joshua Leung (aligorith) added a parent task for T55145: Implement Driver Workflow Changes: T54653: Driver Workflow Design.
Tue, May 22, 2:52 PM · User Interface, Animation, Code Quest
Joshua Leung (aligorith) raised the priority of T55145: Implement Driver Workflow Changes from Low to Normal.
Tue, May 22, 2:51 PM · User Interface, Animation, Code Quest
Joshua Leung (aligorith) triaged T55145: Implement Driver Workflow Changes as Low priority.
Tue, May 22, 2:51 PM · User Interface, Animation, Code Quest
Joshua Leung (aligorith) created T55145: Implement Driver Workflow Changes.
Tue, May 22, 2:50 PM · User Interface, Animation, Code Quest
Vuk Gardašević (lijenstina) closed T55057: Blenders interface zoomed in as Archived.

More than a week passed without a reply.

Tue, May 22, 2:09 PM · User Interface, BF Blender
William Reynish (billreynish) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Ludvik: Yes. This discussion got mixed in confusing ways with general features for switching tools. In the default Blender keymap, the space bar is uses for switching tools. In this Industry Standard keymap, I don't expect it to work like that, and for most tools it's not necessary, because users can simply use the shortcuts directly to switch active tools.

Tue, May 22, 12:53 PM · User Interface, BF Blender: 2.8, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Julian: In Blender 2.8 you can already switch tools in a popup menu by pressing the space bar. If you prefer to work full screen with a hidden toolbar, you can use this method to switch tools. It works in any mode, with all the active tools.

Tue, May 22, 11:58 AM · User Interface, BF Blender: 2.8, Code Quest

Mon, May 21

William Reynish (billreynish) updated the task description for T54963: Blender 2.8 Industry Standard Keymap.
Mon, May 21, 10:45 PM · User Interface, BF Blender: 2.8, Code Quest
TheRedWaxPolice (TheRedWaxPolice) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

I don't know if you need info to fill those fields with the question marks (???), so in Cinema 4D the loop select and deselect are the same as Maya. Double-click edge to loop select, and click in empty space to deselect.

Mon, May 21, 10:40 PM · User Interface, BF Blender: 2.8, Code Quest
Julian Perez (julperado) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Haven't tried any recent 2.8 builds but that's great! Thank you William :)

Mon, May 21, 6:44 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Julian: In Blender 2.8 you can already switch tools in a popup menu by pressing the space bar. If you prefer to work full screen with a hidden toolbar, you can use this method to switch tools. It works in any mode, with all the active tools.

Mon, May 21, 6:40 PM · User Interface, BF Blender: 2.8, Code Quest
TheRedWaxPolice (TheRedWaxPolice) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

In general I found pie menus slower to work than the regular menus, due to the extra precision to click (cuz the circular nature of it), and the usual nested submenus. I'd prefer to switch tools using the regular context menus.

Mon, May 21, 5:06 PM · User Interface, BF Blender: 2.8, Code Quest
Julian Perez (julperado) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Sounds good! But even if there's one more click it still helps when on full screen mode, because you don't have to open (and move to) the toolbar, everything happens at the cursor location. Also, would it be possible to see the list of the brushes without clicking on the thumbnail first...?

Mon, May 21, 4:58 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Yes, I think something like that is a good idea. I thought of this kind of thing already, but haven't added it yet to our design docs. It would be real useful to have a consistent way to access common tool settings this way, across all our modes and editors.

Mon, May 21, 4:42 PM · User Interface, BF Blender: 2.8, Code Quest
Julian Perez (julperado) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

For sculpting and texture painting (and even vertex painting), I'd go with a pie menu and the same hotkey for all, it could be B for Brush or S for Size and/or Strenght. Hitting said key should open a pie menu that contains the most common operations for the current mode, like brush selection, brush settings, color picker, switch dyntopo on/off (for sculpting), etc.

Mon, May 21, 4:27 PM · User Interface, BF Blender: 2.8, Code Quest
TheRedWaxPolice (TheRedWaxPolice) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

I can't seem to find a proposal for RMB context menus.
It's pretty standard on most 3D apps to right click to open context-sensitive menus, depending on where you click, what mode you're in, what you have selected etc.
For example, if I'm in edit mode with a face selected, the RMB would bring me the mesh tools menu for faces, same for vertices/edges etc. Same behavior when in other modes like object/sculpt etc too.
I think it would be a great addition to this list. Besides, it's very intuitive imo.
Thanks.

Mon, May 21, 4:08 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T54963: Blender 2.8 Industry Standard Keymap.
Mon, May 21, 2:27 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T54963: Blender 2.8 Industry Standard Keymap.
Mon, May 21, 2:24 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

Double-click to loop select, and click in empty space to deselect both seem reasonable and standard enough to include here.

Mon, May 21, 2:22 PM · User Interface, BF Blender: 2.8, Code Quest
Okavango (Okavango) added a comment to T54963: Blender 2.8 Industry Standard Keymap.

If i can put some of my experience (and long time grief) to use here - LMB (or selection mouse button) to empty space - deselect all.

Mon, May 21, 12:31 PM · User Interface, BF Blender: 2.8, Code Quest
Aleksandr Zinovev (raa) added inline comments to D3418: UI: Custom keyaccels.
Mon, May 21, 10:54 AM · User Interface, BF Blender
Aleksandr Zinovev (raa) created D3418: UI: Custom keyaccels.
Mon, May 21, 10:51 AM · User Interface, BF Blender