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