Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-07 Thread Thomas Dinges
I am not sure what to make of these new layouts yet, imho it's more 
complicated to scan 3 columns with no description or misleading title, 
than scanning through the list we have know.

So I am not convinced here yet. ;)

Am 07.07.2013 06:53, schrieb Gavin Howard:
 +1 to the last 3-column layout with no headers.
 Gavin H.


 On Sat, Jul 6, 2013 at 10:36 PM, David Jeske dav...@gmail.com wrote:

 Maybe something like this, with 2 columns:
 http://www.pasteall.org/43817

 Not saying this is ideal, but I think trying to fit everything in
 columns with a single title per column constraints things too much.

 I think any of these non-flipping layouts would be a big improvement. The
 reason I'm going wider is to keep the common views within mouse-reach when
 menu opens up. Below is a reachability comparison.  I think the
 difference in everyday usability would be significant. (Keeping 3d-view
 close is one of the justifications I hear for today's flipping menus)

 http://www.pasteall.org/pic/show.php?id=55034

 As for the headers, we could just drop them. They are not a very important
 part of layout waypointing, memory, or everyday usability. They are mostly
 for new-users to get some idea what the categories are. However, if there
 isn't enough ontological correctness they confuse more than help.

 What do you/folks think about this 3 column layout? .. with no headers

 http://www.pasteall.org/pic/show.php?id=55036

 It's the same as your ordering, except I put Node-Editor with the main
 stuff on the left because I think the compositor is as good a main view /
 start-point as the other things over there. (ignore the kind of nasty
 extra space below Editor Type.. it's a byproduct of the current menu code
 and could be fixed)
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-07 Thread Julian Herzog
I find all new layouts proposed to be a big improvement over the current
long list that is, in my opinion, too long to scan efficiently when looking
for a window type. I'm always annoyed about myself taking 5 seconds to find
the right one in there.

These two here seem to be the best ones to me, the left one could possibly
turned upside down so that the commons window types are at the left bottom:
http://www.pasteall.org/pic/show.php?id=55034
Then again, distance from the button shouldn't be an issue - once you know
where the button is, the mouse is there in a fraction of a second anyway.

I also don't think titles over the categories would be bad, because you can
only really memorize where which window type is found if you know what the
categories contain. I never even noticed they were in categories already
until now, but because they aren't described (and the lines are very thin),
so they have no positive effect right now. This could also be a user
preference setting imo.


2013/7/7 Thomas Dinges blen...@dingto.org

 I am not sure what to make of these new layouts yet, imho it's more
 complicated to scan 3 columns with no description or misleading title,
 than scanning through the list we have know.

 So I am not convinced here yet. ;)

 Am 07.07.2013 06:53, schrieb Gavin Howard:
  +1 to the last 3-column layout with no headers.
  Gavin H.
 
 
  On Sat, Jul 6, 2013 at 10:36 PM, David Jeske dav...@gmail.com wrote:
 
  Maybe something like this, with 2 columns:
  http://www.pasteall.org/43817
 
  Not saying this is ideal, but I think trying to fit everything in
  columns with a single title per column constraints things too much.
 
  I think any of these non-flipping layouts would be a big improvement.
 The
  reason I'm going wider is to keep the common views within mouse-reach
 when
  menu opens up. Below is a reachability comparison.  I think the
  difference in everyday usability would be significant. (Keeping 3d-view
  close is one of the justifications I hear for today's flipping menus)
 
  http://www.pasteall.org/pic/show.php?id=55034
 
  As for the headers, we could just drop them. They are not a very
 important
  part of layout waypointing, memory, or everyday usability. They are
 mostly
  for new-users to get some idea what the categories are. However, if
 there
  isn't enough ontological correctness they confuse more than help.
 
  What do you/folks think about this 3 column layout? .. with no headers
 
  http://www.pasteall.org/pic/show.php?id=55036
 
  It's the same as your ordering, except I put Node-Editor with the main
  stuff on the left because I think the compositor is as good a main
 view /
  start-point as the other things over there. (ignore the kind of nasty
  extra space below Editor Type.. it's a byproduct of the current menu
 code
  and could be fixed)
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Re: [Bf-committers] RNA-gen question...

2013-07-07 Thread Brecht Van Lommel
It's just simpler code in makesrna.c to put them in each file. I don't
mind having them in a separate header, could be committed after the
release.

On Sun, Jul 7, 2013 at 9:37 AM, David Jeske dav...@gmail.com wrote:
 When doing grep/searches tracing things from python-to-C, I sometimes have
 a lucky keyword that matches something in the rna-gen extern prototypes
  which are repeated in every rna__gen file. They look like this...

 extern StructRNA RNA_BlendTexture;

 Is there a reason these are generated into every rna-gen-c file, rather
 than being generated into an rna_prorotypes_gen.h that can be included by
 every rna-gen-c file?

 For example, like this...

 http://www.pasteall.org/43828

 Is there some reason that's bad or not done?
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Re: [Bf-committers] Patch [#36029] improvements to spline behavior with a SINGLE handle selected

2013-07-07 Thread David Jeske
FYI - After much deliberation about feedback on BA, I've decided to take a
different route than I did with Patch [#36029]. I am going to create a NEW
version of this spline-fix-patch which fixes the tooltips, bugs, and adds
rotation constraint visuals -- while leaving the current behavior
untouched -- where handle-set always affects only selected handles. I will
also fix the wiki documentation to match the current behavior.

Why?

I created this patch because I want the documentation, tooltips, behavior,
and visuals to all match -- it doesn't matter to me which way it works, so
long as it's clear. When I started, the only thing that I understood was
the documentation, partially because the current behavior is not documented
and partially because bugs in the visuals make it confusing. Now that I
fully understand the (intended) current behavior, I see a way to fix the
tooltips, docs, and visuals which will be (mostly) consistent with the
current behavior.

Some factors in my thinking:

- While using patch [#36029], I have seen that 90% of the confusion with
the current system can be eliminated simply by showing visuals for
rotation constrained handles.

- I can see the desire for handle-set behavior which only touches the
state of the handle(s) which are actually selected.

But mostly:

I've realized that the behavior inconsistency is not possible to
eliminate with *either* approach without breaking file-format compatibility
-- something which I don't think is worth it at this point. That
inconsistency is the overloading of align and constraint behavior, such
that an align handle in align/free is rotation constrained, but in
align/align is not rotation constrained. The overloading also has the
side-effect that there is no way to rotation-constrain both handles. Other
features which have been requested are also not possible without some
amount of file-format conversion/confusion.. including rotation
constraining both handles, and length-mirroring both handles.

... new patch coming soon.
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[Bf-committers] Rigid body Ik armature system?

2013-07-07 Thread Jacob Merrill
I have been messing with TorqueTrackTo and ApplyForceToTarget

instead could I have a rigid body IK solver with max torques on all bones
and input target angle or tracking object
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[Bf-committers] int vs enum use?

2013-07-07 Thread David Jeske
Is there any particular reason (besides legacy) that many parts of the code
still use int/#define, instead of using enums?

Even though C-compilers don't typecheck enums, there is a documentation /
readability benefit to using enums. Using enum-forward declaration avoids
any header nastiness.

For example ...

void BKE_nurbList_handles_set(struct ListBase *editnurb, int mode);

void BKE_nurbList_handles_set(struct ListBase *editnurb, enum
eHandleSetModes mode);

The latter is much easier to understand and investigate.

I'd personally like to make patches which simply add the proper enum types
to help document things for myself and others. Any reason not to do this?
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Re: [Bf-committers] int vs enum use?

2013-07-07 Thread Brecht Van Lommel
One reason is that you can't do forward declarations of enums in
header files like you can do with structs. That means you have to
include header files in header files, which is generally avoided
whenever possible.

I don't think there's a good reason #defines are used instead of enums
to define the actual values, it's mostly out of habit / copying the
style of other files. There is no convention in the code style
guidelines at the moment:
http://wiki.blender.org/index.php/Dev:Doc/CodeStyle

On Sun, Jul 7, 2013 at 8:54 PM, David Jeske dav...@gmail.com wrote:
 Is there any particular reason (besides legacy) that many parts of the code
 still use int/#define, instead of using enums?

 Even though C-compilers don't typecheck enums, there is a documentation /
 readability benefit to using enums. Using enum-forward declaration avoids
 any header nastiness.

 For example ...

 void BKE_nurbList_handles_set(struct ListBase *editnurb, int mode);

 void BKE_nurbList_handles_set(struct ListBase *editnurb, enum
 eHandleSetModes mode);

 The latter is much easier to understand and investigate.

 I'd personally like to make patches which simply add the proper enum types
 to help document things for myself and others. Any reason not to do this?
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Re: [Bf-committers] int vs enum use?

2013-07-07 Thread David Jeske
On Sun, Jul 7, 2013 at 3:53 PM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 One reason is that you can't do forward declarations of enums in
 header files [in ISO C] like you can do with structs.


I see my confusion. gcc has a non-standard extension to support forward
declarations of enums, so it worked fine for me. However, it's not ISO
standard, and as far as I can see MSVC doesn't support it.

http://stackoverflow.com/questions/7480217/c-forward-declaration-of-enums
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[Bf-committers] Color management broken?

2013-07-07 Thread Troy Sobotka
Is there a reason that the color management transforms do not work on EXR
files saves?

Seems broken.

With respect,
TJS
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-07 Thread - LEON -
Imho, alphabetical means not quite ideal for i18n UI display.

In fact, the current list already got well-classified if looking closely a
bit. However, if there really needs to be any goal for quick look-ups, I
think a better solution would probably be trying to stress the role of
icons, since images usually are more easier to identify than texts,
everyone likes them. I mean, just imagine a software without icons :). In
orther words, I mean it would be to* scale the default size of those icons
a little bit* for the more eaiser and quick identification, probably.

Second solution:
Probably it could be considered to try *adding Shortcuts display* for them,
I mean the current Shift + F1 to F12 thing. I know it's the most simple
trick for all experts, which is well-known for sure. However, for new
users? I doubt so. So, it may protencially suggestting those who want to
use as many shorcuts as they can (and will) a more direct way to switch
among editors.



On Sun, Jul 7, 2013 at 10:45 PM, Harley Acheson harley.ache...@gmail.comwrote:

 I still think this has nothing to do with the list being too large.

 The order of the items on the list changes depending on whether
 it pops up or down, so we can't just remember them visually by
 location.  And the order is non-visual so we have to do a linear
 scan instead of a binary one.  We have to read almost all the
 items almost all the damn time.

 If we didn't do the swap, we could have any arrangement of
 items and it wouldn't matter much because they would stay
 in the same place. 3D View would always be at the top, and
 the item that is 1/3 down would always be there.

 Make the order *alphabetical* and we can then do a binary
 scan to find the items instead of a linear one. Combine the two
 and we could make the list much longer and we could still find
 items in it faster that we do now.

 Cheers, Harley
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-07 Thread Harley Acheson
Short of a big overhall, there are also simple things we can do.

The following shows the current menu on the left. On the right there
has been some margin added to the left of the icons so they are not
scrunched against the left. The separators are made a lot less invisible,
and are not extended to the edges.

http://www.pasteall.org/pic/show.php?id=55110
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Re: [Bf-committers] Patch [#36028] New 4-column layout for the editor-type-selector menu...

2013-07-07 Thread Michael Fox
This layout I like if the dividers were a little Dimmer as they are now it
makes the menu too busy visually
On 8 Jul 2013 14:17, Harley Acheson harley.ache...@gmail.com wrote:

 Short of a big overhall, there are also simple things we can do.

 The following shows the current menu on the left. On the right there
 has been some margin added to the left of the icons so they are not
 scrunched against the left. The separators are made a lot less invisible,
 and are not extended to the edges.

 http://www.pasteall.org/pic/show.php?id=55110
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