Re: [Bf-committers] Tool Shelf Toggling On/Off Tab Mockup
I couldn't agree more with Michael. Hotkeys for restoring headers, or locking them would be wonderful! And on topic: I also never use the toolshelf for anything during modelling other than getting access to the operator panel. F6 is awesome but it would be more convenient to have it sitting in a compact shelf (especially for complex operators like the tree generator and stuff). I like the proposal, however it would mean that the user has to learn yet another hotkey or move the mouse all the way over. Atm, I kinda like the whole N/T hotkey scenario where I press the T, which lays on the left side of the keyboard (for english keyboards anyway) to hide the left sidebar and vice versa. Maybe a "Maya toolshelf" could be taken into consideration, which sits on top of the screen and can also be hidden like a header. Then we could use icons instead of text in order to save space. We would just need to make sure that the icons are a bit more self explanatory than those used in Maya. Then the operator would sit in the left sidebar by itself, or could get company some of the items from the right toolbar. Just an idea On Mon, Jun 13, 2011 at 9:44 PM, michael williamson < micha...@cowtoolsmedia.co.uk> wrote: > Sadly there's no key to restore a minimised header! (they're all to easy > to close when using a tablet with no way to restore in the cycles > branch! (for headers I'd like to see the old 2.49 way and disable > minimising them) > > ON TOPIC, > I'd prefer tool props to be its own panel it's too small when at the > bottom of the toolshelf I always use F6 in preference > > The toolshelf itself is invaluable in paint, sculpt etc but something I > don't use ever when modelling... the operator panel on the other hand is > something I'd very much like to have on screen all the time when > modelling but hardly ever when painting! > > I only mention to illustrate that people are different and like > different things and a flexible UI should accommodate ;-) > > > On 13/06/11 10:01, M.G. Kishalmi wrote: > > I like how Brecht solved this in the cycles branch: > > he removed the (+) icons all together. > > > > there are keys for props [N] and tools [T] > > and menu entries (in view) for all 3. > > maybe we can simply add a key for tool-props? suggestion: [ALT]+[N] > > > > or maybe.. don't allow the tool-props to be hidden at all? > > just find a way to have it sit there at the top/bottom of the tools > nicely. > > > > cheers, > > mario > > > > > > On Mon, Jun 13, 2011 at 6:19 AM, Jonathan Smith > wrote: > >> You are probably right, using a lot of space doesn't seem to be the best > >> answer.. back to drawing board. > >> > >> On Sun, Jun 12, 2011 at 11:31 PM, Jim Williams > wrote: > >> > >>> I'd agree. Find ways to use less real estate, not more. > >>> > >>> On Sun, Jun 12, 2011 at 9:04 AM, Aurel W. wrote: > Hi, > > I think that this would be rather unpractical, it takes way to much > visual space for what it represents. If i want to collapse those > panels, i want them gone, not taking a lot of space on the screen like > those huge buttons. > > Blenders gui already got way too unefficient in 2.5, especially when > it comes to, space needed for certain gui elements and panels. > > aurel > > On 12 June 2011 13:28, Jonathan Smith wrote: > > I have written up a mockup/proposal on a different way to do the > closing > >>> and > > opening of the Tool Shelf and Properties Shelf UI, other than using > the > > little plus icons, on my talk page. > > > > http://wiki.blender.org/index.php?title=User_talk:JayDez > > > > I am, unfortunately, not a good enough coder to actually implement > this, > >>> so > > I'm just putting it out there as an idea, either for another coder to > > implement, or just to promote discussion about the way this works, > since > >>> I > > don't think that it is done very well in the current version of > Blender. > > > > Any comments on or critiques of the mock up would be welcome. > > > > Cheers, > > Jonathan > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > > >>> > >>> > >>> -- > >>> No essence. No permanence. No perfection. Only action. > >>> ___ > >>> Bf-committers mailing list > >>> Bf-committers@blender.org > >>> http://lists.blender.org/mailman/listinfo/bf-committers > >>> > >> ___ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > __
Re: [Bf-committers] Smooth shading could be better (compared to C4D)
I think Morten is right. However, I agree that the default blender viewport shading is a bit "weaker" compared to some other packages, e.g. Maya. It is possible to approach the same look you get in the default Maya viewport, however, by adjusting the GLSL lights in the preferences. On Fri, Jun 17, 2011 at 12:57 PM, Morten Mikkelsen wrote: > >Could it be that Cinema4D is using Phong-Shading and Blender is using > Gouraud-Shading? > > Yes that's exactly what you're seeing. You can switch to glsl view if you > want to view it in Blender with per pixel lighting. > Regular 3D view has to remain fixed function rendering pipeline which > implies Gouraud shading. > I'd argue there's nothing to look into here (no mystery). > > Cheers, > > Morten. > > > > > On Thu, Jun 16, 2011 at 3:07 PM, Andreas Galster < > andreas_gals...@hotmail.de > > wrote: > > > > > What do you mean? Both C4D's and Blender's normals are pointing in the > same > > direction. Not sure how much vertex normals affect this, but I'm not > aware > > of any way to check vertex normals in C4D. > > Could it be that Cinema4D is using Phong-Shading and Blender is using > > Gouraud-Shading? > > > > > Date: Thu, 16 Jun 2011 16:53:36 -0500 > > > From: xgl.asyl...@gmail.com > > > To: bf-committers@blender.org > > > Subject: Re: [Bf-committers] Smooth shading could be better (compared > to > > C4D) > > > > > > We'd also need to know if normals are coming over with the .obj or are > > > they being calculated once inside Blender? > > > > > > On Thu, Jun 16, 2011 at 3:54 PM, Tom M wrote: > > > > would be good to provide a few screenshots so people can see what > > > > blender does and what you would like it to do. > > > > > > > > LetterRip > > > > > > > > On Thu, Jun 16, 2011 at 12:16 PM, Andreas Galster > > > > wrote: > > > >> > > > >> Today I received a model as an .obj file from Cinema4D to continue > > working on it, while my workmate is on vacation. It turned out that the > > smooth shading in Blender highlights/shows shading artifacts due to > toplogy > > (like poles) a lot more than Cinema4D does. > > > >> Also beveled edges and corners are displayed a lot smoother in C4D. > > Maybe someone can look into this? > > > >> > > > >> Kind regards, > > > >> Andreas Galster > > > >> > > > >> ___ > > > >> Bf-committers mailing list > > > >> Bf-committers@blender.org > > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> > > > > ___ > > > > Bf-committers mailing list > > > > Bf-committers@blender.org > > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > ___ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > ___ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] FYI: renewed patch [#24042] Toggle visibility/renderablilty for object and all child-objects
Hi Torsten, I like these patches a lot, although I didn't get a chance to test them. The proposed behavior seems much more sensible, at least for me coming from Maya. An alternative would be "Select hierarchy" and then apply the "Toggle visibility" to all selected objects, not just the one rightclicked on. I think this is what Blender is lacking a little bit of at the moment (Acting on multiple objects). Anyway, this probably does not belong here. Is there a place to discuss this? The tracker didn't have comments either? Cheers On Sun, Jul 3, 2011 at 9:18 PM, Torsten Rupp wrote: > Dear developers, > > FYI: I renewed patch #24042 to revision 37988. > > [#24042] Toggle visibility/renderablilty for object and all child-objects > > > http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=24042 > > Torsten > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Keymap storage & management
Hi, - "h" always hides selection - "alt h" reveals last hidden" - "alt h" again reveals all Just an idea. I am not too sure about conditional hotkeys based on the selection. That might get confusing. "Then h on unhidden to hide single, h on hidden to unhide single, and Alt+h to unhide all (or hide all?). No doubt that using a character as a toggle is convenient whenever there is an on-off choice." I like that idea, however, that kinda contradicts the current design where you cannot act on hidden objects in the 3D viewport... On Mon, Jul 25, 2011 at 1:18 AM, mindrones wrote: > Hi, > > mindrones wrote: > > > - "quick h-h" acts as a toggle *just on the selection* > > - "h - N sec pause - h" adds to hidden selection (after all you have to > > select stuff before hitting h again to add to hidden objects) > > - alt-h unhide all > > > now that I think of it, would it be possible that: > > - if we have modified the selection, h adds to hidden selection, > - if we haven't, h acts as a toggle on the selection, > - alt-h unhide all? > > At the moment I can't remember if we have this sort of conditional > behaviour in blender keys, just an idea. > > > Regards, > Luca > > _ > > http://www.mindrones.com > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Feature request: Partial save to defaults ...
Hi, This is target for 2.59 if I am not mistaken. Can't wait for it either :) Cheers On Tue, Jul 26, 2011 at 9:10 PM, Jass wrote: > Hi. > > I am often in the middle of some modelling when i want to > tweek my custom settings. And sometimes i tweek the settings > while watching their impact on my current scene until i am > satisfied with the settings. Then i want to store them. > > Simple example: In the middle of my modelling someone told me > about the loop-tools. So i open the preferences, locate the loop-tool > add-on, enable it, and to not forget it i save to defaults... Bm... > > Don't tell me this never happened to you ;-) > > Wouldn't it be much more convenient to store the user preset settings > independent from the rest of the current state ? > > In the easiest implementation that would need 2 buttons > "save presets to defaults" and "save all to defaults" > > A little more versatile, use 3 buttons in the user preferences: > > "save current tab-setings to defaults" > "save user presets to defaults" > "save scene to defaults" > > Or when save to defaults is hit, open a modal window, > where you can checkmark what to store. > > Or add " storage tab" to the presets where you can preset what you want to > store when you hit "save defaults" ;-) > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] 3D Cursor and Border Select
Agree with all previously mentioned stuff. Shift + C is useful for resetting cursor but behaviour is very awkward and even more so since it only resets the view if there are any objects in the scene. I would like something easy as "f" to frame selected obejcts and "a" to frame all. I know those are used for Blender but just getting the point across. ("f" and "a" are the Maya equivalent). On Sun, Feb 26, 2012 at 7:01 PM, Mikhail Raisler wrote: > Never mind how, but Center Cursor and View All must be a separate keys, I > agree if Center of cursor goes to Home key or Ctrl+C etc. > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- 3D art, 2D art, web development - FelixSchlitter.com ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Change scene by python API
Hmm.. Did you already try changing the scene via bpy.context.screen.scene? That might work. Cheers On Thu, Mar 24, 2011 at 8:34 PM, revuedelibre . wrote: > Hello, > > Nobody to help me ? > > It is quite strange to have a different way to work in console and in a > script ... > > Regards, > > On Wed, Mar 23, 2011 at 8:28 AM, revuedelibre . >wrote: > > > Hello, > > > > Is there a solution to change Scene by python API ? > > > > I found that we can change it by screen.scene = > bpy.data.scene['NewScene']. > > > > Juste after that, bpy.ops.mesh.primitive_cube_add() have does : > > > > - add a cube in the new selected scene when these 2 actions are done step > > by step in python console > > - add a cube in previous selected scene when these 2 actions are in a > > script. > > > > --> Strange to have a difference in these 2 actions > > > > > > And what about background mode ( not tested ) ? It's quite strange to use > > "screen" for change scene in background mode ( no screen ! ) > > > > Thanks & Regards, > > > > Ju > > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers