Ah, these *user* interfaces, I mean. 3D user interface design isn't a skill many people have.
Joe On Tue, Aug 23, 2016 at 8:40 AM, Joe Eagar <joe...@gmail.com> wrote: > Right. I'm rather bad at designing these interfaces myself. That's the > hard part. > > Joe > > On Tue, Aug 23, 2016 at 2:35 AM, Ton Roosendaal <t...@blender.org> wrote: > >> Hi, >> >> Aside of some details, this is what Antony and Julian already have been >> working on. >> The basics is simple, the implications and implementation not - >> especially to achieve top level (and pleasant) interaction. >> >> -Ton- >> >> -------------------------------------------------------- >> Ton Roosendaal - t...@blender.org - www.blender.org >> Chairman Blender Foundation, Producer Blender Institute >> Support us - join blender.cloud or Blender Dev Fund. >> >> > On 23 Aug 2016, at 10:29, Joe Eagar <joe...@gmail.com> wrote: >> > >> > Hi all. I had a rather panicky reaction on pursing Autodesk Fusion 360 >> > videos: >> > >> > http://www.autodesk.com/products/fusion-360 >> > >> > Here's a direct link to one of the videos: >> > >> > https://www.youtube.com/embed/KZyjLwKWyOw?rel=0 >> > >> > So! 3D widget interfaces on steroids. I've dome similar stuff in the >> > past, so I thought I'd write up how I went about designing a 3D widget >> API >> > (to fit inside my Blender-derived application architecture). >> > >> > The basic concept is pretty simple, and is a lot like a 2D user >> interface >> > API. You have shapes that live in the 3D viewport (and participate in >> the >> > dependency graph). These shapes have event callbacks (and an "am I >> still >> > alive" method) and can contain other shapes. They also participate in >> the >> > dependency graph. >> > >> > Shapes never store direct pointers to data. References to scene objects >> > and the like are stored as RNA paths. >> > >> > In my implementation shape widgets could not go modal. Instead they >> would >> > invoke modal tool operators, and if necessary insert a temporary DAG >> node >> > to update themselves interactively. For example, a translate >> manipulator >> > widget has a DAG reference to the active object. When it invokes >> > transform, the widget automatically moves as the user expects. >> > >> > One final point. 3D widget user interfaces are remarkably difficult to >> > design, and I don't have a lot of talent for that myself. Before any >> > coding happens, we should solicit proposals from people with 3D UI >> design >> > talent. >> > >> > Anyway, cheers! >> > >> > Joe >> > _______________________________________________ >> > Bf-committers mailing list >> > Bf-committers@blender.org >> > https://lists.blender.org/mailman/listinfo/bf-committers >> >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> https://lists.blender.org/mailman/listinfo/bf-committers >> > > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers