[Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread Hadrien Brissaud
Hello all,

first thing : is it the right mailing list for tiny suggestions like this
one ? Please read on and tell me so I don't get it wrong. It is a usability
idea.

I often use proportional edit when modeling, however I sometimes use
connected and sometimes not, and I don't systematically remember which.
In the spur of the moment, I often happen to hit o or alt+o and find
myself toggling the other proportional edit mode, when I just want to turn
it off !

With the new projected mode this rather irritating issue embiggens, as
one would have to stumble between three modes and their corresponding
hotkeys before getting what they want. Hence this suggestion.

I suggest to make proportional edit a boolean, like snapping, and keep an
additional menu from which you could select the proportional edit type
(normal, connected, projected). o would toggle proportional edit on and
off, and alt+o or shift+o would switch between modes.

Thank you for your great work,

Hadrien
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Re: [Bf-committers] Multiple OpenGL Windows?

2013-07-05 Thread Alberto Torres
Someone should test if SDL stuff is still working. Maybe that variable
needs re-adding but only just before SDL initialization, and to be removed
after.

Also, as a workaround for previous versions you can do:

import os
del os.environ['SDL_VIDEODRIVER']

Or something like that.
--
DiThi


2013/7/4 Sinan Hassani sinan.hass...@gmail.com

 On 13-07-04 07:31 AM, Brecht Van Lommel wrote:
  I found some suspicious code in Blender that would set the environment
  variable SDL_VIDEODRIVER=dummy. I'm not sure if that's the cause of
  the problem, but I would expect such environment variables to
  influence child processes. That code is removed now in svn revision
  57992 or newer, please test if it helps.
 Hey this worked!!! Thanks Brecht!

 I tested using daily buildbot build: 57997

 However, I'm currently using Blender 2.68 RC1, but I will switch to
 57997, and if I find any bugs, I will make a note that I'm using build
 57997 instead of 2.68 RC1.

 So I can confirm that as of build 57997, SDL 2.0 applications can be
 launched from within Blender.

 Sinan
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Re: [Bf-committers] Multiple OpenGL Windows?

2013-07-05 Thread Sinan Hassani
On 13-07-05 03:54 PM, Alberto Torres wrote:
 Also, as a workaround for previous versions you can do:

 import os
 del os.environ['SDL_VIDEODRIVER']

 Or something like that.

When I use this with 2.68 RC1, I get this error:

del self._data[key]
KeyError: b'SDL_VIDEODRIVER'

However the patch applied in 57992 or newer works for me, like I mention 
in the previous thread.

Sinan
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Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread Sean Olson
The upcoming pie menu's should make the 3 way switch pretty easy.  The
piemenus addon in contrib already has functionality for proportional
editing on the 'o' key.

The best place for suggestions like this is probably the bf-funboard
(Functionality Board) mailing list.

-Sean


On Fri, Jul 5, 2013 at 2:11 PM, Hadrien Brissaud hadris...@gmail.comwrote:

 Hello all,

 first thing : is it the right mailing list for tiny suggestions like this
 one ? Please read on and tell me so I don't get it wrong. It is a usability
 idea.

 I often use proportional edit when modeling, however I sometimes use
 connected and sometimes not, and I don't systematically remember which.
 In the spur of the moment, I often happen to hit o or alt+o and find
 myself toggling the other proportional edit mode, when I just want to turn
 it off !

 With the new projected mode this rather irritating issue embiggens, as
 one would have to stumble between three modes and their corresponding
 hotkeys before getting what they want. Hence this suggestion.

 I suggest to make proportional edit a boolean, like snapping, and keep an
 additional menu from which you could select the proportional edit type
 (normal, connected, projected). o would toggle proportional edit on and
 off, and alt+o or shift+o would switch between modes.

 Thank you for your great work,

 Hadrien
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Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread David Jeske
Here is a semi-dev related followup...

I figured it should be possible to cause a keypress to bring up the
context-menu to select a specific proportional editing mode. I tried to
replace the shift-o keybinding
to wm.context_cycle_enum(tool_settings.proportional_edit_falloff) to a
direct reference to tool_settings.proportional_edit_falloff (which is what
it says in the tooltip for that popup menu). I expected it to make a
context-menu when I hit the key, but it didn't work. I also tried
ToolSettings.proportional_edit_falloff.

It looks like it's resolving something in the keybind panel.. Why doesn't
this work?

http://www.pasteall.org/pic/54972
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Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread Campbell Barton
On Sat, Jul 6, 2013 at 9:10 AM, David Jeske dav...@gmail.com wrote:
 Here is a semi-dev related followup...

 I figured it should be possible to cause a keypress to bring up the
 context-menu to select a specific proportional editing mode. I tried to
 replace the shift-o keybinding
 to wm.context_cycle_enum(tool_settings.proportional_edit_falloff) to a
 direct reference to tool_settings.proportional_edit_falloff (which is what
 it says in the tooltip for that popup menu). I expected it to make a
 context-menu when I hit the key, but it didn't work. I also tried
 ToolSettings.proportional_edit_falloff.

 It looks like it's resolving something in the keybind panel.. Why doesn't
 this work?

 http://www.pasteall.org/pic/54972

It doesn't work because the rna path is used as an operator name. this works.

import bpy
km = bpy.context.window_manager.keyconfigs.default.keymaps[3D View]
kmi = km.keymap_items.new(wm.context_cycle_enum, 'O', 'PRESS', oskey=True)
kmi.properties.data_path = tool_settings.proportional_edit_falloff
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Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread David Jeske
 import bpy
 km = bpy.context.window_manager.keyconfigs.default.keymaps[3D View]
 kmi = km.keymap_items.new(wm.context_cycle_enum, 'O', 'PRESS',
oskey=True)
 kmi.properties.data_path = tool_settings.proportional_edit_falloff

When I do this, I get the same behavior as the current. It cycles through
the options. I want it to pop-up the menu of all the proportional editing
options, like it does for delete when a vertex is selected in edit mode.
Did I do something wrong?

 It doesn't work because the rna path is used as an operator name.

I admit I don't understand enough about RNA, Python, and keymaps to know
what this means.

 As a naive user in this situation, I would really like it if I could
hover-over a control, look at the RNA/Python path, and type that directly
into a keymap to trigger the menu. I don't understand why I can't do this.
Heck, I'd like to be able to right click on the control and choose make
shortcut and get a nice panel to set it up. Any advice on how I make that
work?
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Re: [Bf-committers] Regarding the current usage of proportional edit

2013-07-05 Thread Campbell Barton
On Sat, Jul 6, 2013 at 12:44 PM, David Jeske dav...@gmail.com wrote:
 import bpy
 km = bpy.context.window_manager.keyconfigs.default.keymaps[3D View]
 kmi = km.keymap_items.new(wm.context_cycle_enum, 'O', 'PRESS',
 oskey=True)
 kmi.properties.data_path = tool_settings.proportional_edit_falloff

 When I do this, I get the same behavior as the current. It cycles through
 the options. I want it to pop-up the menu of all the proportional editing
 options, like it does for delete when a vertex is selected in edit mode.
 Did I do something wrong?

Ah, I misunderstood, in that case use wm.context_menu_enum

import bpy
km = bpy.context.window_manager.keyconfigs.default.keymaps[3D View]
kmi = km.keymap_items.new(wm.context_menu_enum, 'O', 'PRESS', oskey=True)
kmi.properties.data_path = tool_settings.proportional_edit_falloff

 It doesn't work because the rna path is used as an operator name.

 I admit I don't understand enough about RNA, Python, and keymaps to know
 what this means.

  As a naive user in this situation, I would really like it if I could
 hover-over a control, look at the RNA/Python path, and type that directly
 into a keymap to trigger the menu. I don't understand why I can't do this.
 Heck, I'd like to be able to right click on the control and choose make
 shortcut and get a nice panel to set it up. Any advice on how I make that
 work?

At the moment you can't do that but of course it could be made to work.

-- 
- Campbell
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[Bf-committers] tooltips on python created operators?

2013-07-05 Thread David Jeske
Any particular reason there isn't an argument for adding custom tooltip
text when adding operators via Python with  ?

UILayout.operator(operator, text=, text_ctxt=, translate=True,
icon='NONE', emboss=True)

I want to add tooltips to lines that look like this:

 row.operator(curve.handle_type_set, text=Auto).type = 'AUTOMATIC'
 row.operator(curve.handle_type_set, text=Vector).type = 'VECTOR'
 row = col.row()
 row.operator(curve.handle_type_set, text=Align).type = 'ALIGNED'

Obviously the generic handle_type_set operator tooltip isn't
appropriate.. because these have parameters.

Unless you have some objection, I'd like to add an optional paramater
tooltip, which allows the definition of a custom tooltip for this item...
and punch it up into C land into the tooltip. Any objection?
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Re: [Bf-committers] tooltips on python created operators?

2013-07-05 Thread Campbell Barton
On Sat, Jul 6, 2013 at 1:49 PM, David Jeske dav...@gmail.com wrote:
 Any particular reason there isn't an argument for adding custom tooltip
 text when adding operators via Python with  ?

Yep, storing data such as tool descriptions in the UI isn't good
practice, then the API docs miss them and if we have the tool accessed
from more then one place we have to duplicate strings about (or store
in some central place and reference by ID).

These can each have their own tooltips already, check
CURVE_OT_handle_type_set, editcurve_handle_type_items variable,
The first item reads:
{HD_AUTO, AUTOMATIC, 0, Automatic, },

Add some text into the description field (last), and it will show up
in the tooltip, along with the more general description.


 UILayout.operator(operator, text=, text_ctxt=, translate=True,
 icon='NONE', emboss=True)

 I want to add tooltips to lines that look like this:

  row.operator(curve.handle_type_set, text=Auto).type = 'AUTOMATIC'
  row.operator(curve.handle_type_set, text=Vector).type = 'VECTOR'
  row = col.row()
  row.operator(curve.handle_type_set, text=Align).type = 'ALIGNED'

 Obviously the generic handle_type_set operator tooltip isn't
 appropriate.. because these have parameters.

 Unless you have some objection, I'd like to add an optional paramater
 tooltip, which allows the definition of a custom tooltip for this item...
 and punch it up into C land into the tooltip. Any objection?
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-- 
- Campbell
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[Bf-committers] Patch [#36029] improvements to spline behavior with a SINGLE handle selected

2013-07-05 Thread David Jeske
After hashing it out with a few artists/users who LOVE the current spline
handle behavior, I think I have a patch which will make single spline
handle-set more predictable/understandable, while retaining 110% of current
functionality. (not a joke, I added functionality by fixing bugs)

http://projects.blender.org/tracker/index.php?func=detailaid=36029group_id=9atid=127

Summary:

This patch improves the usability of the spline handle set menu behavior
when a SINGLE spline handle is selected. It does not change the behavior of
spline handle modes or how splines are interpreted.

It also...

- adds a visualization for a rotation-constrained spline handle, and fixes
a couple bugs in working with single spline handles.

- allows any single spline handle to be scaled along the spline axis with
no fear of rotating the spline (no matter what mode the spline is in).
Previously this was only possible for both handles together.

See the bug for the nitty gritty details...
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[Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-05 Thread David Jeske
This patch alters the window-editor-type-selection menu to a new 4-column
layout, based on the multi-column Modifier selection design.

The new design:
- keeps the primary editors very close to the menu-button in both
orientations
- makes it SUBSTANTIALLY easier to find and remember the locations of other
editor types in the menu
- provides an ordered grouping of editor-types, with a meaning that can
help new users understand the software

http://www.pasteall.org/pic/show.php?id=54986

http://projects.blender.org/tracker/index.php?func=detailaid=36028group_id=9atid=127
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