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Description

Core UI Team

Module Owners: @Pablo Vazquez (pablovazquez), @William Reynish (billreynish), @Brecht Van Lommel (brecht), @Campbell Barton (campbellbarton)
Developers: @Julian Eisel (Severin), @Brecht Van Lommel (brecht), @Campbell Barton (campbellbarton), @Harley Acheson (harley)
Designers: @Pablo Vazquez (pablovazquez), @William Reynish (billreynish)

Process

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.

The Workboard (on the left in the menu) contains the tasks that have been proposed or are being worked on. In these 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 should only be created by developers that will implement a change, and by the core UI team members listed below.

For feedback and proposal from users, please use these places:

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

Main Tasks

These tasks are the main parent tasks for the UI in Blender.

T63726: User Interface Module
T56950: UI Paper Cuts (Parent Task)

Design Guidelines

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

Recent Activity

Today

Peter Fog (tintwotin) added a comment to T67296: Annotation Tools are missing from the Sequencer Preview.

It is possible to add the Annotation Tools to the Sequencer Sidebar, but the functions do not seem to work:

Sat, Jul 20, 12:56 PM · Video Sequencer, User Interface, BF Blender
Peter Fog (tintwotin) added projects to T67296: Annotation Tools are missing from the Sequencer Preview: User Interface, Video Sequencer.
Sat, Jul 20, 8:47 AM · Video Sequencer, User Interface, BF Blender

Yesterday

Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@Duarte Farrajota Ramos (duarteframos) :
Are file names hardcoded? Should I use the same for export, or am I free to name them more sanely?
I was thinking of appending suffixes for size like L or S, and name all families before variant...

Fri, Jul 19, 7:30 PM · User Interface
Duarte Farrajota Ramos (duarteframos) added a comment to D5197: UI WIP - Changes to Cursors.

Are file names hardcoded? Should I use the same for export, or am I free to name them more sanely?

Fri, Jul 19, 7:02 PM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

Mostly cleanup. Removing a couple cursors. Some work on Knife and Open Hand. Removing cursor that was going to be used for drag and drop because that needs a separate rethink.

Fri, Jul 19, 7:02 PM · User Interface
Campbell Barton (campbellbarton) updated the task description for T63726: User Interface Module .
Fri, Jul 19, 9:39 AM · User Interface, BF Blender
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

Mostly more changes to the knife cursors, based on feedback from @Duarte Farrajota Ramos (duarteframos) (Duarte Farrajota Ramos)

Fri, Jul 19, 3:04 AM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@Duarte Farrajota Ramos (duarteframos) -- I'll try to do a few mockups in the coming days, and post them here when ready.

Fri, Jul 19, 2:04 AM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@ThinkingPolygons (ThinkingPolygons) - Just an additional option to choose the regular "arrow" cursor would be good enough, I think.

Fri, Jul 19, 1:44 AM · User Interface
Duarte Farrajota Ramos (duarteframos) added a comment to D5197: UI WIP - Changes to Cursors.

I see, fair enough.

Fri, Jul 19, 1:43 AM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@Duarte Farrajota Ramos (duarteframos) - Are these all the required cursors for now?

Fri, Jul 19, 1:38 AM · User Interface
ThinkingPolygons (ThinkingPolygons) added a comment to D5197: UI WIP - Changes to Cursors.

I didn't know that edit mode was an issue. So I'll aim for allowing a choice of different cursors for each of edit, paint, and sculpt. With paint and sculpt getting additional choice of "none".
Once I have that ability in the patch we can then see if we need to improve these cursors, add more, etc. I'm running out of ideas with them so it might need a fresh set of eyes on it. Especially eyes that spend a lot of time editing, painting, and sculpting.

Fri, Jul 19, 1:22 AM · User Interface
Duarte Farrajota Ramos (duarteframos) added a comment to D5197: UI WIP - Changes to Cursors.

Will do, I'll be glad to help with my limited knowledge.
I'll probably be a bit busy next couple of weeks so I can't promise much, but I'll try to squeeze in something. After that I'll probably have some more free time.

Fri, Jul 19, 1:20 AM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@Duarte Farrajota Ramos (duarteframos) : ...but I do enjoy it as a hobby.

Fri, Jul 19, 12:57 AM · User Interface
Demeter Dzadik (Mets) added a comment to T65740: Scrollbars still scroll scene even if scrollbars aren't moving..

Actually, I think I understand. When squashing the slider beyond its minimum size, we would expect the timeline to stop moving, but it does not. Still not too convinced that this is a bug.
@William Reynish (billreynish) So by "Left scrollbar slider" he means this guy:


Bug or not?

Fri, Jul 19, 12:39 AM · User Interface, BF Blender
Demeter Dzadik (Mets) added a comment to T65740: Scrollbars still scroll scene even if scrollbars aren't moving..

Although it's still not 100% clear to me what the issue is, it seems like a minor papercut, and not necessarily a bug? Also, when I try "squashing" the slider, I get a different result from the video. Could you re-confirm that whatever the issue is is still an issue in the latest build?

Fri, Jul 19, 12:33 AM · User Interface, BF Blender
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@ThinkingPolygons (ThinkingPolygons): ...looking for a way to change the cursor of the edit mode...

Fri, Jul 19, 12:21 AM · User Interface
Duarte Farrajota Ramos (duarteframos) added a comment to D5197: UI WIP - Changes to Cursors.

Well not really my area of expertise either, but I do enjoy it as a hobby.
Either way I made them in Inkscape, so they are available as vector graphics, should scale well to other sizes, though readability at lower res may dictate manual per-pixel adjustments.

Fri, Jul 19, 12:19 AM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

A little nitpicking, I'm sure it is a matter of personal preference, but I think the new knife cursor is not as elegant as the previous.
Something about that 45º slanted tip looks off, like it is piercing through something. A pointier tip helps distinguish were the "hotspot" active pixel is.
I see you use mostly straight lines without curves, so some of these may not suit your style, but I've also included a few straight segments options for your consideration.
Here are a few examples, left-most is @Harley Acheson (harley) current proposal, others are mine

Fri, Jul 19, 12:12 AM · User Interface
ThinkingPolygons (ThinkingPolygons) added a comment to D5197: UI WIP - Changes to Cursors.

You might want one for painting and a different one for sculpting? Anything else?

Fri, Jul 19, 12:08 AM · User Interface
Duarte Farrajota Ramos (duarteframos) added a comment to D5197: UI WIP - Changes to Cursors.

A little nitpicking, I'm sure it is a matter of personal preference, but I think the new knife cursor is not as elegant as the previous.
Something about that 45º slanted tip looks off, like it is piercing through something. A pointier tip helps distinguish were the "hotspot" active pixel is.

Fri, Jul 19, 12:01 AM · User Interface

Thu, Jul 18

Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

@ThinkingPolygons (ThinkingPolygons) wrote:
..as I'm seeing similar icons for the same purpose...

Thu, Jul 18, 11:33 PM · User Interface
ThinkingPolygons (ThinkingPolygons) added a comment to D5197: UI WIP - Changes to Cursors.

@Harley Acheson (harley) Will you add an interface where the user will be able to choose which icon he wants to use in a specific editor? (as I'm seeing similar icons for the same purpose)

Thu, Jul 18, 11:19 PM · User Interface
Harley Acheson (harley) updated subscribers of D5197: UI WIP - Changes to Cursors.

Thanks to some feedback from @LazyDodo (LazyDodo), have lightened the color of the knife handle to increase contrast.

Thu, Jul 18, 9:58 PM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

For Mac use OS-supplied cursor resizeLeftRightCursor for BC_H_SPLITCURSOR, and resizeUpDownCursor for BC_V_SPLITCURSOR

Thu, Jul 18, 7:23 PM · User Interface
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

Just changes to allow Windows and Mac to use built-in OS supplied "IBeam" cursors in place of BC_TEXTEDITCURSOR. Looks much better and will work correctly on dark or light backgrounds as these ones are XOR.

Thu, Jul 18, 6:42 PM · User Interface
William Reynish (billreynish) added a comment to T59975: Invisible button when Light interface theme used..

Yep it’s a problem to mix values as Blender Light does. @Pablo Vazquez (pablovazquez) will you take a look?

Thu, Jul 18, 6:15 PM · BF Blender: 2.8, User Interface
Harley Acheson (harley) added a comment to T59975: Invisible button when Light interface theme used..

The "Blender Light" theme really needs to go a bit more "all in" with the lightness....

Thu, Jul 18, 6:06 PM · BF Blender: 2.8, User Interface
Jacques Lucke (JacquesLucke) added a comment to T67088: Everything Nodes UX.

Indeed, however there may be issues with the single-threaded nature of Python. Node trees should be as fast as possible, by using multiple cores and even using things like JIT compiling and GPU execution. Python nodes may conflict with this.
@Jacques Lucke (JacquesLucke) perhaps you could expand on this?

Thu, Jul 18, 3:52 PM · User Interface, BF Blender
William Reynish (billreynish) added a comment to T67088: Everything Nodes UX.

Indeed, however there may be issues with the single-threaded nature of Python. Node trees should be as fast as possible, by using multiple cores and even using things like JIT compiling. Python nodes may conflict with this.

Thu, Jul 18, 3:20 PM · User Interface, BF Blender
Jean Da Costa (jeacom256) added a comment to T67088: Everything Nodes UX.

Would be also great to have python defined nodes.
Ones that run like operators.

Thu, Jul 18, 3:15 PM · User Interface, BF Blender
William Reynish (billreynish) added a comment to T67088: Everything Nodes UX.

Constraint nodes will most likely have to live on a higher level than on the bone/object level. With Blender’s architecture it’s not 100% clear how to do this. One solution is to store it on the armature level, although then they cannot be supported by objects, which doesn’t seem it would be acceptable. Other obvious solution is to store them somehow in Collections, which can contain objects and is portable. But what then happens to objects who live in multiple collections is not obvious.

Thu, Jul 18, 3:10 PM · User Interface, BF Blender
Campbell Barton (campbellbarton) added a project to T67168: Finish B-Bone Spline Gizmo: User Interface.
Thu, Jul 18, 2:27 PM · User Interface, BF Blender
Campbell Barton (campbellbarton) updated the task description for T63726: User Interface Module .
Thu, Jul 18, 2:26 PM · User Interface, BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T67088: Everything Nodes UX.

How does this tie with the future of rigging? Currently it's very hard to have a base set of deforming bones and swap the rig around it, similar to what Source Filmmaker does. You can't swap Object data because the dropdown doesn't allow for that, nor can you do it swapping Armature data, because constraints and other rigging values are stored on an object/bone level, not on the armature. You have to duplicate the Armature object, along with all its children objects if you don't want to rebind each object to it. Could rigs be their own datablock or something like that? I heard stuff about rig compilation, would the new nodes even allow for that?

Thu, Jul 18, 1:36 PM · User Interface, BF Blender
Loris Libero (lorislibero) added a comment to T59975: Invisible button when Light interface theme used..

Hello, I've found a similar issue in the Transformation Orientations, just to be sure will be modified too, thank you!

Thu, Jul 18, 12:29 PM · BF Blender: 2.8, User Interface
Jeroen Bakker (jbakker) added a comment to D5279: UI: Textual change Texture Paint Opacity.

This patch now introduces an overlay Panel per Paint mode.

Thu, Jul 18, 8:23 AM · User Interface, Sculpting and Painting
Harley Acheson (harley) added a comment to D5197: UI WIP - Changes to Cursors.

Changes to windows cursors: edited vsplit and hsplit, adding scroll cursors and adding a couple alternate crosshair cursors. Removing 3 of the alternate crosshair experiments, leaving just three in total.

Thu, Jul 18, 1:18 AM · User Interface
William Reynish (billreynish) added a comment to T67088: Everything Nodes UX.

That doesn't have to be the case, as any operator called from within Edit Mode could add a corresponding node to the tree instead, keeping the process non-destructive. It's also important to be able to access edit mode to just select components (points, faces) to work on, or to simply transform a selection. Such an operation could be stored in a 'transform' node.

Thu, Jul 18, 12:29 AM · User Interface, BF Blender

Wed, Jul 17

Hadrien Brissaud (hadrien) added a comment to T67088: Everything Nodes UX.

If the user wishes to ‘freeze’ the node tree, they can do so by running a ‘Freeze Nodes’ operator, or by going to Edit Mode, which will automatically prompt the user to freeze the mesh.

That doesn't have to be the case, as any operator called from within Edit Mode could add a corresponding node to the tree instead, keeping the process non-destructive. It's also important to be able to access edit mode to just select components (points, faces) to work on, or to simply transform a selection. Such an operation could be stored in a 'transform' node.

Wed, Jul 17, 10:57 PM · User Interface, BF Blender
KiJeon (0o00o0oo) added a comment to T54987: Implement Multi-Object Properties Editing.

I don't know if this is within the scope of this task, but currently, changing the "Blend Mode" under "Settings" for materials in Eevee doesn't work for multiple objects.

Wed, Jul 17, 9:26 PM · User Interface
Francois Gosselin (Frwanque) added a comment to T54987: Implement Multi-Object Properties Editing.

Hello, Here are my two cents on the single/multi-objects Property Editting.

Wed, Jul 17, 7:26 PM · User Interface
Antonio Vazquez (antoniov) updated the task description for T63726: User Interface Module .
Wed, Jul 17, 5:07 PM · User Interface, BF Blender
D5279: UI: Textual change Texture Paint Opacity now requires changes to proceed.
Wed, Jul 17, 3:21 PM · User Interface, Sculpting and Painting
William Reynish (billreynish) updated the task description for T67088: Everything Nodes UX.
Wed, Jul 17, 2:59 PM · User Interface, BF Blender
William Reynish (billreynish) updated the task description for T67088: Everything Nodes UX.
Wed, Jul 17, 2:55 PM · User Interface, BF Blender
Jeroen Bakker (jbakker) updated the summary of D5279: UI: Textual change Texture Paint Opacity.
Wed, Jul 17, 1:57 PM · User Interface, Sculpting and Painting
Duarte Farrajota Ramos (duarteframos) added a comment to T67088: Everything Nodes UX.

Great proposal, this will be a huge game changer for Blender.

Wed, Jul 17, 11:03 AM · User Interface, BF Blender
William Reynish (billreynish) updated the task description for T67088: Everything Nodes UX.
Wed, Jul 17, 10:46 AM · User Interface, BF Blender
William Reynish (billreynish) updated the task description for T67088: Everything Nodes UX.
Wed, Jul 17, 10:44 AM · User Interface, BF Blender