Re: [Bf-committers] Blender 'a' release

2011-10-23 Thread Thomas Dinges
Please include 41194 as well.

Am 23.10.2011 02:51, schrieb Campbell Barton:
 On Thu, Oct 20, 2011 at 10:16 PM, Ton Roosendaalt...@blender.org  wrote:
 Hi all,

 Yeah... we need an update! Campbell suggests to use the release branch.
 He will then merge in only crucial fixes in the release, sofar only 4
 commits:

 41113, 41117, 41128, 41134

 Proposal would be to call for next Ahoy this monday though, to allow
 us to tackle other unforseen issues that can get reported still.

 Campbell will keep track of commits that need to go to 260a.

 -Ton-
 List has grown but all are still small/important changes:

 41151, 41152, 41113, 41117, 41128, 41132, 41134, 41175, 41203


 We also have to deal with addons, I have mailed bf-python list asking
 authors to say if they want fixes included in 2.60a, there is at least
 one fix which needs to be made for bug [#28988].
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Re: [Bf-committers] Blender 'a' release

2011-10-23 Thread Campbell Barton
 41194 ??? - this is a commit to a branch.

since last mail I found 2 more bugs.

Updated list:

41151, 41152, 41113, 41117, 41128, 41132, 41134, 41175, 41203, 41211, 41214.



On Sun, Oct 23, 2011 at 6:47 PM, Thomas Dinges blen...@dingto.org wrote:
 Please include 41194 as well.

 Am 23.10.2011 02:51, schrieb Campbell Barton:
 On Thu, Oct 20, 2011 at 10:16 PM, Ton Roosendaalt...@blender.org  wrote:
 Hi all,

 Yeah... we need an update! Campbell suggests to use the release branch.
 He will then merge in only crucial fixes in the release, sofar only 4
 commits:

 41113, 41117, 41128, 41134

 Proposal would be to call for next Ahoy this monday though, to allow
 us to tackle other unforseen issues that can get reported still.

 Campbell will keep track of commits that need to go to 260a.

 -Ton-
 List has grown but all are still small/important changes:

 41151, 41152, 41113, 41117, 41128, 41132, 41134, 41175, 41203


 We also have to deal with addons, I have mailed bf-python list asking
 authors to say if they want fixes included in 2.60a, there is at least
 one fix which needs to be made for bug [#28988].
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Re: [Bf-committers] Blender 'a' release

2011-10-23 Thread Thomas Dinges
41197, sorry. :)


Am 23.10.2011 09:58, schrieb Campbell Barton:
   41194 ??? - this is a commit to a branch.

 since last mail I found 2 more bugs.

 Updated list:

 41151, 41152, 41113, 41117, 41128, 41132, 41134, 41175, 41203, 41211, 41214.



 On Sun, Oct 23, 2011 at 6:47 PM, Thomas Dingesblen...@dingto.org  wrote:
 Please include 41194 as well.

 Am 23.10.2011 02:51, schrieb Campbell Barton:
 On Thu, Oct 20, 2011 at 10:16 PM, Ton Roosendaalt...@blender.orgwrote:
 Hi all,

 Yeah... we need an update! Campbell suggests to use the release branch.
 He will then merge in only crucial fixes in the release, sofar only 4
 commits:

 41113, 41117, 41128, 41134

 Proposal would be to call for next Ahoy this monday though, to allow
 us to tackle other unforseen issues that can get reported still.

 Campbell will keep track of commits that need to go to 260a.

 -Ton-
 List has grown but all are still small/important changes:

 41151, 41152, 41113, 41117, 41128, 41132, 41134, 41175, 41203


 We also have to deal with addons, I have mailed bf-python list asking
 authors to say if they want fixes included in 2.60a, there is at least
 one fix which needs to be made for bug [#28988].
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[Bf-committers] Arabic support in text editing

2011-10-23 Thread Yousef Hurfoush

hello

I was wondering after enabling UTF-8, how much work it needs to implement a 
filtering function that replaces normal Arabic text with it's universal UTF 
encoding,
as it is currently implemented in python forking a c++ version is trivial.
  
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[Bf-committers] Blender developer IRC meeting minutes, 23 October 2011

2011-10-23 Thread Ton Roosendaal
Hi all,

Here's the notes from today's developer meeting:

1) Blender 2.60a update

Some errors in 2.60 release are worth to immediately update. Campbell  
kept a dozen of crucial fixes separately, which will be applied on the  
2.60 release source itself (so we don't release current svn trunk).

Quick list of fixes (cleanup needed):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_260a

The 2.60a ahoy is expected to happen today or monday latest.  
Campbell will provide the instructions.

2) 2.61 targets  plans

- Bastien Montagne: reminder, we need to add a link for bf- 
translations into bf-blender svn.

- Ton will update this page to reflect current state:
http://wiki.blender.org/index.php/Dev:Doc/Projects

- Ocean Sim patch: Lukas Toenne reports there's a new patch in the  
tracker that compiles and works fine, with some minor render issues  
though. After the Blender Conference he'll check on the new  
depenendency with fftw, whether or not it should be compile option.

- DynaPaint branch: Sergey/Brecht are still reviewing it.

- Planning for as now:

   October 30: confirm the list of targets for 2.61 (via mailing list)
   November 15: last day to get the branch in trunk entirely, or it  
moves to 2.62.

- Cycles/Tracking branches: most merge work will happen after the  
Blender Conference.


3) other stuff

- Next week: we skip the IRC meeting, too many people then are at the  
Blender Conference.

Thanks,

-Ton-


Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

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[Bf-committers] image-save + .blend save destroys work without warning!

2011-10-23 Thread Morten Mikkelsen
I've found that most blender users incl. advanced ones generally don't know
this about blender
so I think it needs to be discussed. Let me first explain how this works.

What happens is that when you save out an image to file and then
subsequently save
your .blend and then reload your .blend then the image buffer will be
reloaded from
the image you saved.

As an example let's say you went through the hard work of hand painting a
floating point image
and then save out, in Blender, as png, tga or even tiff (which is setup to 8
bits). If you then save the .blend file (and reload)
then all your precision is lost and cannot be recovered. No warning is given
and no options are presented
when saving out an image.

A similar example is alpha. Most of the image formats support alpha but for
whatever reason Blender
does not save alpha with all of them. If you pick such a format, save, then
save the .blend
and finally reload .blend then the alpha will be lost.

I was hoping to have a discussion here on committers and hear what you all
think is a good solution.

I can personally understand why blender chooses to reload images from file
since saving the image buffers with .blend file directly (to preserve them)
is just asking for an explosion
in file size. But in my opinion there should be a warning when there will be
loss of data associated with a save (when its not just straight
pass-through).
Also I would prefer that when you do save out that you should be presented
with options available for the chosen file format
such as bit depths and number of channels or something.


Cheers,

Morten Mikkelsen
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[Bf-committers] 2.60a Ahoy

2011-10-23 Thread Campbell Barton
Hi, I've merged in the fixes from trunk into the 2.60a tag.

Tag: 
https://svn.blender.org/svnroot/bf-blender/tags/blender-2.60a-release/blender

Unlike previous releases this isn't a revision from trunk, rather 2.60
release with specific commits merged from trunk.
If you don't want to do a fresh checkout you can do...

  svn switch 
https://svn.blender.org/svnroot/bf-blender/tags/blender-2.60a-release/blender

This will switch the addons repo too.
The lib/ dir remains unchanged from 2.60.


details - incase people want to know whats been changed...

--- commits from trunk.
svn merge ^/trunk/blender \
  -c41113 \
  -c41117 \
  -c41128 \
  -c41132 \
  -c41134 \
  -c41151 \
  -c41152 \
  -c41175 \
  -c41197 \
  -c41203 \
  -c41211 \
  -c41214 \
  -c41219

--- commits from extensions
svn merge ^/trunk/py/scripts/addons \
  -c2494 \
  -c2495 \
  -c2496 \
  -c2504
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[Bf-committers] 2.60a Ahoy

2011-10-23 Thread Konfuse Kitty
Please squeeze in 41137, the fix for moving modifier icons. As far as I know it 
was a small but important fix, not resulting in new bugs (correct me if I'm 
wrong). It really would be nice to have this fix in a stable release.
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[Bf-committers] blender Control armatures precision Help!

2011-10-23 Thread iozk hz
I'm using two armatures to rig my model, one for rig the model and other to
control it now when i use constraint for example. 'copy position' or
something like that. the skeleton to control, copy too slow the last
position of the control and some times isn't follow. the IK constraint works
perfectly but the others not
 i want use armatures separatly why i dont want many vertex groups that i
don't use, and also is follow if isn't have weight painted
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Re: [Bf-committers] 2.60a Ahoy

2011-10-23 Thread Sergey I. Sharybin
Linux builds are on ftp.

tag: blender-2.60a-release
blender revision: 41226
addons revision: 2506

Campbell Barton wrote:
 Hi, I've merged in the fixes from trunk into the 2.60a tag.

 Tag: 
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.60a-release/blender

 Unlike previous releases this isn't a revision from trunk, rather 2.60
 release with specific commits merged from trunk.
 If you don't want to do a fresh checkout you can do...

svn switch 
 https://svn.blender.org/svnroot/bf-blender/tags/blender-2.60a-release/blender

 This will switch the addons repo too.
 The lib/ dir remains unchanged from 2.60.


 details - incase people want to know whats been changed...

 --- commits from trunk.
 svn merge ^/trunk/blender \
-c41113 \
-c41117 \
-c41128 \
-c41132 \
-c41134 \
-c41151 \
-c41152 \
-c41175 \
-c41197 \
-c41203 \
-c41211 \
-c41214 \
-c41219

 --- commits from extensions
 svn merge ^/trunk/py/scripts/addons \
-c2494 \
-c2495 \
-c2496 \
-c2504
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Re: [Bf-committers] 2.60a Ahoy

2011-10-23 Thread Campbell Barton
On Mon, Oct 24, 2011 at 3:58 AM, Konfuse Kitty konfuseki...@yahoo.com wrote:
 Please squeeze in 41137, the fix for moving modifier icons. As far as I know 
 it was a small but important fix, not resulting in new bugs (correct me if 
 I'm wrong). It really would be nice to have this fix in a stable release.

2.60a is mainly for important bugfixes and we try not to make too many
changes here, while 41137 is most likely ok, I think this is too late.
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41230] trunk/blender: Remove some more $Id$ that still were left after r41227 and r41228.

2011-10-23 Thread Thomas Dinges
That Trunk does not compile after all these ID commits is known I guess? 
;-)
Lots of errors.

Am 23.10.2011 21:01, schrieb gsr b3d:
 Revision: 41230

 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=41230
 Author:   gsrb3d
 Date: 2011-10-23 19:01:59 + (Sun, 23 Oct 2011)
 Log Message:
 ---
 Remove some more $Id$ that still were left after r41227 and r41228.


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[Bf-committers] SVN (Trunk) broken

2011-10-23 Thread Thomas Dinges
Hi,
Trunk compile is broken, starting with SVN 41227. Please do not update 
SVN until further notice.

Regards,
Thomas

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Re: [Bf-committers] SVN (Trunk) broken

2011-10-23 Thread Thomas Dinges
Fixed in SVN 41231, Thanks Bastien! :)

Am 23.10.2011 21:23, schrieb Thomas Dinges:
 Hi,
 Trunk compile is broken, starting with SVN 41227. Please do not update
 SVN until further notice.

 Regards,
 Thomas



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[Bf-committers] UI changes from cycles branch

2011-10-23 Thread Brecht Van Lommel
Hi all,

Here's a patch with a subset of the UI changes in the cycles branch
that I'd like to merge into trunk. Are there any objections to this?

Before: http://www.pasteall.org/pic/show.php?id=19452
After: http://www.pasteall.org/pic/show.php?id=19453
Patch: http://www.pasteall.org/25777/diff

I don't think they would need any documentation updates, it's just
small things that wouldn't confuse anyone in screenshot:
* Remove emboss on areas and regions
* Remove button emboss
* More subtle colors and gradients on buttons
* Black arrows on menu button
* Panel header changed look  smaller
* Screen splitting widgets look
* Toolbar/properties expand button look

Not included:
* Droid sans font, was not received very well for the few days it was in trunk
* Contrast reduction on icons
* Auto hide scrollers (later, is unfinished)

I'd still like to change the font in trunk, but it seems hard to get
an agreement on this. Some tests:

Lucida Grade (mac ui font, non-free):
http://www.pasteall.org/pic/show.php?id=19454
Ubuntu font: http://www.pasteall.org/pic/show.php?id=19457
Droid Sans font: http://www.pasteall.org/pic/show.php?id=19458

Thanks,
Brecht.
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Matt Ebb
On Mon, Oct 24, 2011 at 10:21 AM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Hi all,

 Here's a patch with a subset of the UI changes in the cycles branch
 that I'd like to merge into trunk. Are there any objections to this?


I'd personally like to hear the rationale for these rather than just saying
here's the patch. Some of it seems a bit more like a matter of taste too,
rather than something that's designed for a wide audience, so I'm curious to
hear the reasoning.


 I don't think they would need any documentation updates, it's just
 small things that wouldn't confuse anyone in screenshot:
 * Remove emboss on areas and regions
 * Remove button emboss
 * More subtle colors and gradients on buttons


Most of these I don't think it would be a problem to make the embossing a
bit more subtle, but I'm not keen on removing it all entirely. Even just a
subtle hint of shape and shading really helps to distinguish the buttons
from everything else - not just in the literal sense of give it an
affordance 'this is a button, you can click on it' but mainly for some
visual difference between the rest of everything else on screen.

When everything is flat with single pixel outlines (not just buttons, but
also other dividers, grids, scrollers, lines in other editors like the
animation/timeline editors), it loses a sense of visual hierarchy and rhythm
- it all tends to merge into one soup of lines and flat shaded areas, and
makes it harder to find things quickly in the UI.


 * Black arrows on menu button

-1, Way too low contrast, there's almost no point in having them there.
Makes them look like other dark UI widgets like radio buttons, which is not
good.


 * Panel header changed look  smaller

Seems ok, but I would give it an extra pixel or so of padding both above and
below, it's quite cramped and loses its sense of importance in wayfinding
(becomes much more like just another button).


 * Screen splitting widgets look

Not a fan of how it is now, but perhaps if it was the dark triangle with a
hint of the 'gripper' lines blended on top it would work better.


 * Toolbar/properties expand button look

Looks great


 I'd still like to change the font in trunk, but it seems hard to get
 an agreement on this. Some tests:


Again, I'd like to hear the rationale - I think the font in trunk right now
is very good.

If it's to make things smaller and more condensed, be wary of cutting off
one's nose to spite one's face - you *need* whitespace in design, it's not
just wasted areas where more can be crammed in.

cheers

Matt
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Yousef Hurfoush


Hi all,

as a user not a dev., imo


 * Remove emboss on areas and regions
 * Remove button emboss

removing emboss will revert blender to the 2.4x looks, which i think is very old

i don't see why you have to change the current



 * More subtle colors and gradients on buttons

yes it's better


 * Black arrows on menu button

it's hard to see, and hidden for newbies


 * Panel header changed look  smaller

it's already small n big screens


 * Screen splitting widgets look
 * Toolbar/properties expand button look

definitely better


 Not included:
 * Droid sans font, was not received very well for the few days it was in trunk
 * Contrast reduction on icons
 * Auto hide scrollers (later, is unfinished)

the provided fonts are narrower, hard to see and more blurry.



  
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Αντώνης Ρυακιωτάκης
Matt Ebb +1
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread David Silverman
I agree with the comments about the black arrows, and the buttons looking
less like buttons. Love the new side panel expanders, but the splitting
corners are too hard too see, i agree it might be better with some gripper
lines.
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread François T .
Even though I like it better with your modification, I do agree with Matt
this is just a design subjectif point of view. not sure if it MUST be
changed or not.

2011/10/24 Αντώνης Ρυακιωτάκης kal...@gmail.com

 Matt Ebb +1
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Agustin Benavidez
When i started with blender 2.48, for a month at least i wasn't able to
distinguish when a button was pressed or not because of the flat and
shadeless style, so -1 for that.

+1 to give a panel title background a little background color difference.

Arrows in combo boxes are useful for beginners, -1 for the change

I don't have any special inclination for the other changes.

cheers.



2011/10/23 François T. francoistarl...@gmail.com

 Even though I like it better with your modification, I do agree with Matt
 this is just a design subjectif point of view. not sure if it MUST be
 changed or not.

 2011/10/24 Αντώνης Ρυακιωτάκης kal...@gmail.com

  Matt Ebb +1
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Brecht Van Lommel
Hi,

On Mon, Oct 24, 2011 at 1:39 AM, Matt Ebb m...@mke3.net wrote:
 I'd personally like to hear the rationale for these rather than just saying
 here's the patch. Some of it seems a bit more like a matter of taste too,
 rather than something that's designed for a wide audience, so I'm curious to
 hear the reasoning.

Alright, I already discussed this with a few people, so forgot that it
might need more explanation :)

 * Remove emboss on areas and regions

The embossing distracts from the buttons and text in the actual
region. There wasn't any embossing around areas (mistakenly mentioned
that), only black lines. It's around regions only, and there it
doesn't seem to help much, because the regions are in a different
color from the main region anyway?

 * Remove button emboss
 * More subtle colors and gradients on buttons

For me this helps a lot in making the buttons more readable. Most user
interfaces have only sparsely distributed buttons, but in blender we
have many buttons, and I think at a certain point embossing and
gradients just make it harder to actually read the text in them.

Buttons with more embossing make a clear distinction with e.g. the 3d
view or timeline, but I think they just take away attention too much.
Most user interfaces have most buttons in the same color and nearly
the same color as the background. In Blender this is not the case, and
adding embossing doesn't seem needed.

 * Black arrows on menu button

 -1, Way too low contrast, there's almost no point in having them there.
 Makes them look like other dark UI widgets like radio buttons, which is not
 good.

For me the arrows are quite visible but they could be made darker
still. I think that if you look at the buttons, you see the arrows,
but if you're scanning over buttons they can be skipped over. I think
this is a good thing, for example in the 3d view header, there's a few
of those in a row. The white arrows distract from the white text/icons
and it's harder to scan for the right button.

 * Panel header changed look  smaller

The panel header with a single line makes it more difficult to see
where one panel ends and the other begins, so I made the entire header
darker. There is no longer space between the panels when they are
collapsed, but otherwise the header has the same size. They could be
made a bit bigger but don't feel cramped to me, maybe they would on a
bigger screen.

 * Screen splitting widgets look

 Not a fan of how it is now, but perhaps if it was the dark triangle with a
 hint of the 'gripper' lines blended on top it would work better.

Ok, I can try to add some subtle gripper lines.

 * Toolbar/properties expand button look

Guess this one was obvious, unconnected (+) buttons are confusing.

 I'd still like to change the font in trunk, but it seems hard to get
 an agreement on this. Some tests:


 Again, I'd like to hear the rationale - I think the font in trunk right now
 is very good.

 If it's to make things smaller and more condensed, be wary of cutting off
 one's nose to spite one's face - you *need* whitespace in design, it's not
 just wasted areas where more can be crammed in.

I don't particularly care about the text being smaller, any gains
there are very minor. I just think the current font is hard to read at
this size, too 'smudgy', and the shapes of words aren't very
distinctive. My impression is that there are fonts that were designed
to work better at this font size.

Thanks,
Brecht.
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Kel M
Hi,
The only two things I care about are the button shading and the font. I
don't like the idea of removing the button shading, I love the shading, and
I don't think just drawing rounded boxes and passing them off as buttons
looks good. However, I don't feel very strongly about this, as I have been
using Cycles for a while, and only noticed the flat buttons about a week
ago, and can always change it in the User Prefs.
On the font front however, I really don't think you should change the font.
-10 on Droid Sans. Maybe -1 on Mac font, and -0.5 Ubuntu font. I like the
Ubuntu font when it's big, but I just don't think it belongs in Blender,
especially at that size. The mac font is just ugly, though that's just my
personal opinion.

Oh, and I love the new Texture icons and the gray subpanel divider boxes!

On Sun, Oct 23, 2011 at 9:29 PM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Hi,

 On Mon, Oct 24, 2011 at 1:39 AM, Matt Ebb m...@mke3.net wrote:
  I'd personally like to hear the rationale for these rather than just
 saying
  here's the patch. Some of it seems a bit more like a matter of taste too,
  rather than something that's designed for a wide audience, so I'm curious
 to
  hear the reasoning.

 Alright, I already discussed this with a few people, so forgot that it
 might need more explanation :)

  * Remove emboss on areas and regions

 The embossing distracts from the buttons and text in the actual
 region. There wasn't any embossing around areas (mistakenly mentioned
 that), only black lines. It's around regions only, and there it
 doesn't seem to help much, because the regions are in a different
 color from the main region anyway?

  * Remove button emboss
  * More subtle colors and gradients on buttons

 For me this helps a lot in making the buttons more readable. Most user
 interfaces have only sparsely distributed buttons, but in blender we
 have many buttons, and I think at a certain point embossing and
 gradients just make it harder to actually read the text in them.

 Buttons with more embossing make a clear distinction with e.g. the 3d
 view or timeline, but I think they just take away attention too much.
 Most user interfaces have most buttons in the same color and nearly
 the same color as the background. In Blender this is not the case, and
 adding embossing doesn't seem needed.

  * Black arrows on menu button
 
  -1, Way too low contrast, there's almost no point in having them there.
  Makes them look like other dark UI widgets like radio buttons, which is
 not
  good.

 For me the arrows are quite visible but they could be made darker
 still. I think that if you look at the buttons, you see the arrows,
 but if you're scanning over buttons they can be skipped over. I think
 this is a good thing, for example in the 3d view header, there's a few
 of those in a row. The white arrows distract from the white text/icons
 and it's harder to scan for the right button.

  * Panel header changed look  smaller

 The panel header with a single line makes it more difficult to see
 where one panel ends and the other begins, so I made the entire header
 darker. There is no longer space between the panels when they are
 collapsed, but otherwise the header has the same size. They could be
 made a bit bigger but don't feel cramped to me, maybe they would on a
 bigger screen.

  * Screen splitting widgets look
 
  Not a fan of how it is now, but perhaps if it was the dark triangle with
 a
  hint of the 'gripper' lines blended on top it would work better.

 Ok, I can try to add some subtle gripper lines.

  * Toolbar/properties expand button look

 Guess this one was obvious, unconnected (+) buttons are confusing.

  I'd still like to change the font in trunk, but it seems hard to get
  an agreement on this. Some tests:
 
 
  Again, I'd like to hear the rationale - I think the font in trunk right
 now
  is very good.
 
  If it's to make things smaller and more condensed, be wary of cutting off
  one's nose to spite one's face - you *need* whitespace in design, it's
 not
  just wasted areas where more can be crammed in.

 I don't particularly care about the text being smaller, any gains
 there are very minor. I just think the current font is hard to read at
 this size, too 'smudgy', and the shapes of words aren't very
 distinctive. My impression is that there are fonts that were designed
 to work better at this font size.

 Thanks,
 Brecht.
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Troy Sobotka
Can we start a new thread discussing the design constraints on the default
typeface perhaps?

With respect,
TJS
On Oct 23, 2011 4:39 PM, Matt Ebb m...@mke3.net wrote:

 On Mon, Oct 24, 2011 at 10:21 AM, Brecht Van Lommel 
 brechtvanlom...@pandora.be wrote:

  Hi all,
 
  Here's a patch with a subset of the UI changes in the cycles branch
  that I'd like to merge into trunk. Are there any objections to this?
 

 I'd personally like to hear the rationale for these rather than just saying
 here's the patch. Some of it seems a bit more like a matter of taste too,
 rather than something that's designed for a wide audience, so I'm curious
 to
 hear the reasoning.


  I don't think they would need any documentation updates, it's just
  small things that wouldn't confuse anyone in screenshot:
  * Remove emboss on areas and regions
  * Remove button emboss
  * More subtle colors and gradients on buttons
 

 Most of these I don't think it would be a problem to make the embossing a
 bit more subtle, but I'm not keen on removing it all entirely. Even just a
 subtle hint of shape and shading really helps to distinguish the buttons
 from everything else - not just in the literal sense of give it an
 affordance 'this is a button, you can click on it' but mainly for some
 visual difference between the rest of everything else on screen.

 When everything is flat with single pixel outlines (not just buttons, but
 also other dividers, grids, scrollers, lines in other editors like the
 animation/timeline editors), it loses a sense of visual hierarchy and
 rhythm
 - it all tends to merge into one soup of lines and flat shaded areas, and
 makes it harder to find things quickly in the UI.


  * Black arrows on menu button
 
 -1, Way too low contrast, there's almost no point in having them there.
 Makes them look like other dark UI widgets like radio buttons, which is not
 good.


  * Panel header changed look  smaller
 
 Seems ok, but I would give it an extra pixel or so of padding both above
 and
 below, it's quite cramped and loses its sense of importance in wayfinding
 (becomes much more like just another button).


  * Screen splitting widgets look
 
 Not a fan of how it is now, but perhaps if it was the dark triangle with a
 hint of the 'gripper' lines blended on top it would work better.


  * Toolbar/properties expand button look
 
 Looks great


  I'd still like to change the font in trunk, but it seems hard to get
  an agreement on this. Some tests:
 

 Again, I'd like to hear the rationale - I think the font in trunk right now
 is very good.

 If it's to make things smaller and more condensed, be wary of cutting off
 one's nose to spite one's face - you *need* whitespace in design, it's not
 just wasted areas where more can be crammed in.

 cheers

 Matt
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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Thomas Dinges
Hi,
I fully agree with Brechts changes and give +1 for them as Py UI Module 
Owner and member of the Interface Look team!

I would also not necessarily change the screen splitting widget, I think 
it's way better in the Cycles branch now, compared to trunk.

Removing the white arrows in menus, making them darker, helps indeed a 
lot while scanning over buttons as well.

Regards,
Thomas

Am 24.10.2011 03:29, schrieb Brecht Van Lommel:
 Hi,

 On Mon, Oct 24, 2011 at 1:39 AM, Matt Ebbm...@mke3.net  wrote:
 I'd personally like to hear the rationale for these rather than just saying
 here's the patch. Some of it seems a bit more like a matter of taste too,
 rather than something that's designed for a wide audience, so I'm curious to
 hear the reasoning.
 Alright, I already discussed this with a few people, so forgot that it
 might need more explanation :)

 * Remove emboss on areas and regions
 The embossing distracts from the buttons and text in the actual
 region. There wasn't any embossing around areas (mistakenly mentioned
 that), only black lines. It's around regions only, and there it
 doesn't seem to help much, because the regions are in a different
 color from the main region anyway?

 * Remove button emboss
 * More subtle colors and gradients on buttons
 For me this helps a lot in making the buttons more readable. Most user
 interfaces have only sparsely distributed buttons, but in blender we
 have many buttons, and I think at a certain point embossing and
 gradients just make it harder to actually read the text in them.

 Buttons with more embossing make a clear distinction with e.g. the 3d
 view or timeline, but I think they just take away attention too much.
 Most user interfaces have most buttons in the same color and nearly
 the same color as the background. In Blender this is not the case, and
 adding embossing doesn't seem needed.

 * Black arrows on menu button

 -1, Way too low contrast, there's almost no point in having them there.
 Makes them look like other dark UI widgets like radio buttons, which is not
 good.
 For me the arrows are quite visible but they could be made darker
 still. I think that if you look at the buttons, you see the arrows,
 but if you're scanning over buttons they can be skipped over. I think
 this is a good thing, for example in the 3d view header, there's a few
 of those in a row. The white arrows distract from the white text/icons
 and it's harder to scan for the right button.

 * Panel header changed look  smaller
 The panel header with a single line makes it more difficult to see
 where one panel ends and the other begins, so I made the entire header
 darker. There is no longer space between the panels when they are
 collapsed, but otherwise the header has the same size. They could be
 made a bit bigger but don't feel cramped to me, maybe they would on a
 bigger screen.

 * Screen splitting widgets look

 Not a fan of how it is now, but perhaps if it was the dark triangle with a
 hint of the 'gripper' lines blended on top it would work better.
 Ok, I can try to add some subtle gripper lines.

 * Toolbar/properties expand button look
 Guess this one was obvious, unconnected (+) buttons are confusing.

 I'd still like to change the font in trunk, but it seems hard to get
 an agreement on this. Some tests:

 Again, I'd like to hear the rationale - I think the font in trunk right now
 is very good.

 If it's to make things smaller and more condensed, be wary of cutting off
 one's nose to spite one's face - you *need* whitespace in design, it's not
 just wasted areas where more can be crammed in.
 I don't particularly care about the text being smaller, any gains
 there are very minor. I just think the current font is hard to read at
 this size, too 'smudgy', and the shapes of words aren't very
 distinctive. My impression is that there are fonts that were designed
 to work better at this font size.

 Thanks,
 Brecht.
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Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Thomas Dinges
I think it's okay to discuss button shading a bit though, but apart from 
that, the changes are pretty much straight forward and should go to 
trunk for sure. :)  Again, big +1 for this!

Am 24.10.2011 06:01, schrieb Thomas Dinges:
 Hi,
 I fully agree with Brechts changes and give +1 for them as Py UI Module
 Owner and member of the Interface Look team!

 I would also not necessarily change the screen splitting widget, I think
 it's way better in the Cycles branch now, compared to trunk.

 Removing the white arrows in menus, making them darker, helps indeed a
 lot while scanning over buttons as well.

 Regards,
 Thomas

 Am 24.10.2011 03:29, schrieb Brecht Van Lommel:
 Hi,

 On Mon, Oct 24, 2011 at 1:39 AM, Matt Ebbm...@mke3.net   wrote:
 I'd personally like to hear the rationale for these rather than just saying
 here's the patch. Some of it seems a bit more like a matter of taste too,
 rather than something that's designed for a wide audience, so I'm curious to
 hear the reasoning.
 Alright, I already discussed this with a few people, so forgot that it
 might need more explanation :)

 * Remove emboss on areas and regions
 The embossing distracts from the buttons and text in the actual
 region. There wasn't any embossing around areas (mistakenly mentioned
 that), only black lines. It's around regions only, and there it
 doesn't seem to help much, because the regions are in a different
 color from the main region anyway?

 * Remove button emboss
 * More subtle colors and gradients on buttons
 For me this helps a lot in making the buttons more readable. Most user
 interfaces have only sparsely distributed buttons, but in blender we
 have many buttons, and I think at a certain point embossing and
 gradients just make it harder to actually read the text in them.

 Buttons with more embossing make a clear distinction with e.g. the 3d
 view or timeline, but I think they just take away attention too much.
 Most user interfaces have most buttons in the same color and nearly
 the same color as the background. In Blender this is not the case, and
 adding embossing doesn't seem needed.

 * Black arrows on menu button

 -1, Way too low contrast, there's almost no point in having them there.
 Makes them look like other dark UI widgets like radio buttons, which is not
 good.
 For me the arrows are quite visible but they could be made darker
 still. I think that if you look at the buttons, you see the arrows,
 but if you're scanning over buttons they can be skipped over. I think
 this is a good thing, for example in the 3d view header, there's a few
 of those in a row. The white arrows distract from the white text/icons
 and it's harder to scan for the right button.

 * Panel header changed look   smaller
 The panel header with a single line makes it more difficult to see
 where one panel ends and the other begins, so I made the entire header
 darker. There is no longer space between the panels when they are
 collapsed, but otherwise the header has the same size. They could be
 made a bit bigger but don't feel cramped to me, maybe they would on a
 bigger screen.

 * Screen splitting widgets look

 Not a fan of how it is now, but perhaps if it was the dark triangle with a
 hint of the 'gripper' lines blended on top it would work better.
 Ok, I can try to add some subtle gripper lines.

 * Toolbar/properties expand button look
 Guess this one was obvious, unconnected (+) buttons are confusing.

 I'd still like to change the font in trunk, but it seems hard to get
 an agreement on this. Some tests:

 Again, I'd like to hear the rationale - I think the font in trunk right now
 is very good.

 If it's to make things smaller and more condensed, be wary of cutting off
 one's nose to spite one's face - you *need* whitespace in design, it's not
 just wasted areas where more can be crammed in.
 I don't particularly care about the text being smaller, any gains
 there are very minor. I just think the current font is hard to read at
 this size, too 'smudgy', and the shapes of words aren't very
 distinctive. My impression is that there are fonts that were designed
 to work better at this font size.

 Thanks,
 Brecht.
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www.dingto.org

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Re: [Bf-committers] UI changes from cycles branch

2011-10-23 Thread Campbell Barton
Overall seems ok to me, though some of these details I'm not fussed either way.

dark vs light arrows - no strong opinion here, though I like lower
contrast but agree its too low at least on my monitor.

Matt, agree emboss on buttons could be good but think how its used in
trunk does not communicate anything about the buttons state.
In Agustin Benavidez's reply he mentions about buttons being pressed
being hard to see, While I agree with him (and think we should improve
this),
I don't think you're patch makes this better or worse, in both since
the emboss is on the outside not showing if the button is pressed or
not.

On Mon, Oct 24, 2011 at 3:01 PM, Thomas Dinges blen...@dingto.org wrote:
 Hi,
 I fully agree with Brechts changes and give +1 for them as Py UI Module
 Owner and member of the Interface Look team!

 I would also not necessarily change the screen splitting widget, I think
 it's way better in the Cycles branch now, compared to trunk.

 Removing the white arrows in menus, making them darker, helps indeed a
 lot while scanning over buttons as well.

 Regards,
 Thomas

 Am 24.10.2011 03:29, schrieb Brecht Van Lommel:
 Hi,

 On Mon, Oct 24, 2011 at 1:39 AM, Matt Ebbm...@mke3.net  wrote:
 I'd personally like to hear the rationale for these rather than just saying
 here's the patch. Some of it seems a bit more like a matter of taste too,
 rather than something that's designed for a wide audience, so I'm curious to
 hear the reasoning.
 Alright, I already discussed this with a few people, so forgot that it
 might need more explanation :)

 * Remove emboss on areas and regions
 The embossing distracts from the buttons and text in the actual
 region. There wasn't any embossing around areas (mistakenly mentioned
 that), only black lines. It's around regions only, and there it
 doesn't seem to help much, because the regions are in a different
 color from the main region anyway?

 * Remove button emboss
 * More subtle colors and gradients on buttons
 For me this helps a lot in making the buttons more readable. Most user
 interfaces have only sparsely distributed buttons, but in blender we
 have many buttons, and I think at a certain point embossing and
 gradients just make it harder to actually read the text in them.

 Buttons with more embossing make a clear distinction with e.g. the 3d
 view or timeline, but I think they just take away attention too much.
 Most user interfaces have most buttons in the same color and nearly
 the same color as the background. In Blender this is not the case, and
 adding embossing doesn't seem needed.

 * Black arrows on menu button

 -1, Way too low contrast, there's almost no point in having them there.
 Makes them look like other dark UI widgets like radio buttons, which is not
 good.
 For me the arrows are quite visible but they could be made darker
 still. I think that if you look at the buttons, you see the arrows,
 but if you're scanning over buttons they can be skipped over. I think
 this is a good thing, for example in the 3d view header, there's a few
 of those in a row. The white arrows distract from the white text/icons
 and it's harder to scan for the right button.

 * Panel header changed look  smaller
 The panel header with a single line makes it more difficult to see
 where one panel ends and the other begins, so I made the entire header
 darker. There is no longer space between the panels when they are
 collapsed, but otherwise the header has the same size. They could be
 made a bit bigger but don't feel cramped to me, maybe they would on a
 bigger screen.

 * Screen splitting widgets look

 Not a fan of how it is now, but perhaps if it was the dark triangle with a
 hint of the 'gripper' lines blended on top it would work better.
 Ok, I can try to add some subtle gripper lines.

 * Toolbar/properties expand button look
 Guess this one was obvious, unconnected (+) buttons are confusing.

 I'd still like to change the font in trunk, but it seems hard to get
 an agreement on this. Some tests:

 Again, I'd like to hear the rationale - I think the font in trunk right now
 is very good.

 If it's to make things smaller and more condensed, be wary of cutting off
 one's nose to spite one's face - you *need* whitespace in design, it's not
 just wasted areas where more can be crammed in.
 I don't particularly care about the text being smaller, any gains
 there are very minor. I just think the current font is hard to read at
 this size, too 'smudgy', and the shapes of words aren't very
 distinctive. My impression is that there are fonts that were designed
 to work better at this font size.

 Thanks,
 Brecht.
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 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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