Re: [Bf-committers] Steam Greenligth

2012-11-02 Thread Jorge Rodriguez
On Fri, Nov 2, 2012 at 5:00 AM, Sean Olson seanol...@gmail.com wrote:

 you would have to make a
 steam-blender that integrates with steam API and installs into their folder
 structure.


I don't think you would have to do anything of the sort. There's no Steam
folder structure it's really just a package delivery system. Some Blender
developer would create a Steam package (it's called a 'depot' in Steam
terminology) and upload it to Valve's servers, and then Steam downloads the
depot and unpacks it on the user's computer. You can integrate with Steam's
API if you want but it's not necessary. In all it's not a whole lot of
effort.

As far as F/OSS on Steam goes, I think you'll find Valve is very
reasonable. They want people using and enjoying their service and there's a
large cross section of Steam users who would use Blender. Their legal
people are very amicable as well.

You have nothing to lose by asking, anyway.

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[Bf-committers] Temporary global storage

2012-06-21 Thread Jorge Rodriguez
I need a place where I can put a UI-related temporary variable for storing
things such as what was the last button pressed and when did the last
tooltip close. It must be in some scope that's visible to and accessible by
all controls. I can't put it in RNA because those things are stored to the
hard drive, and these things are runtime-related and shouldn't be stored. I
don't want to make a global variable because that's obviously sloppy. There
doesn't seem to be any UI-related area to place stuff that should be
visible to all controls but not stored on the hard drive. If I can solve
this problem then I should be able to immediately remove two things from my
list.

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Re: [Bf-committers] Temporary global storage

2012-06-21 Thread Jorge Rodriguez
This would be perfect but I can't find a place to use it that's not part of
an operator. There's no single operator responsible for handling these
functions. I'm not able to find any way to attach a SKIP_SAVE property to,
for example, wmWindowManager or wmWindow. I'd rather avoid resorting to a
static variable in a function. Maybe there's some way to do it with rna
that I'm not seeing?

On Thu, Jun 21, 2012 at 4:01 AM, CoDEmanX codem...@gmx.de wrote:

 How about using RNA with SKIP_SAVE flag?

 bpy.types.World.temp_var = StringProperty(description=Label of the
 control, options={'SKIP_SAVE'})

 Or in C:

prop = RNA_def_int(ot-srna, prop_name, 1, 1, INT_MAX, Prop
 Name,
 , 1, 10);

RNA_def_property_flag(prop, PROP_SKIP_SAVE);


 Am 21.06.2012 09:52, schrieb Jorge Rodriguez:
  I need a place where I can put a UI-related temporary variable for
 storing
  things such as what was the last button pressed and when did the last
  tooltip close. It must be in some scope that's visible to and accessible
 by
  all controls. I can't put it in RNA because those things are stored to
 the
  hard drive, and these things are runtime-related and shouldn't be
 stored. I
  don't want to make a global variable because that's obviously sloppy.
 There
  doesn't seem to be any UI-related area to place stuff that should be
  visible to all controls but not stored on the hard drive. If I can solve
  this problem then I should be able to immediately remove two things from
 my
  list.
 

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Re: [Bf-committers] Temporary global storage

2012-06-21 Thread Jorge Rodriguez
You'

On Thu, Jun 21, 2012 at 3:57 PM, Dan Eicher d...@trollwerks.org wrote:

 On Thu, Jun 21, 2012 at 3:00 PM, Jorge Rodriguez
 jo...@lunarworkshop.com wrote:
  This would be perfect but I can't find a place to use it that's not part
 of
  an operator. There's no single operator responsible for handling these
  functions. I'm not able to find any way to attach a SKIP_SAVE property
 to,
  for example, wmWindowManager or wmWindow. I'd rather avoid resorting to a
  static variable in a function. Maybe there's some way to do it with rna
  that I'm not seeing?

 If these variables aren't of interest to people in general it's
 overkill to wrap them in rna and (automagically) expose them in the
 py-api. Why would anyone care when the last time a tooltip was closed
 or what the last highlighted button was when writing a script?

 Dan
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Re: [Bf-committers] Temporary global storage

2012-06-21 Thread Jorge Rodriguez
Oops! Accidentally hit enter.

You're right, they wouldn't care. I'm not trying to expose anything to
python, I'm just trying to find a good place to store this thing without
resorting to a global variable.

On Thu, Jun 21, 2012 at 4:07 PM, Jorge Rodriguez jo...@lunarworkshop.comwrote:

 You'


 On Thu, Jun 21, 2012 at 3:57 PM, Dan Eicher d...@trollwerks.org wrote:

 On Thu, Jun 21, 2012 at 3:00 PM, Jorge Rodriguez
 jo...@lunarworkshop.com wrote:
  This would be perfect but I can't find a place to use it that's not
 part of
  an operator. There's no single operator responsible for handling these
  functions. I'm not able to find any way to attach a SKIP_SAVE property
 to,
  for example, wmWindowManager or wmWindow. I'd rather avoid resorting to
 a
  static variable in a function. Maybe there's some way to do it with rna
  that I'm not seeing?

 If these variables aren't of interest to people in general it's
 overkill to wrap them in rna and (automagically) expose them in the
 py-api. Why would anyone care when the last time a tooltip was closed
 or what the last highlighted button was when writing a script?

 Dan
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Re: [Bf-committers] Temporary global storage

2012-06-21 Thread Jorge Rodriguez
Uncle_Entity suggested in IRC that I should try G or G.main. G has a lot of
assorted, almost random stuff in it. It's not the best place for it since
it's still a glorified global, but it's not serialized to disk and it
wouldn't have other averse consequences like exposing to Python scripts. I
think I'm going to try with this if others don't object.

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Re: [Bf-committers] Floating buttons proposal

2012-06-16 Thread Jorge Rodriguez
Micheal,

It's clear that you have some beef with me and I understand that. I don't
agree with a lot of the things you have said about me, but I won't argue
about them with you since it's clear that we won't agree. I think I may
have not made myself clear, which is a common problem that I have, so I
will try to clear up some miscommunications that we may have had.

1) I don't want to fundamentally change Blender. I dislike a lot of the
design decisions of Blender, this is true. But I also like a lot of the
design decisions of Blender. For example, I agree with just about
everything on the UI Paradigms wiki
pagehttp://wiki.blender.org/index.php/Dev:2.5/Source/UI/UIParadigms.
Perhaps I'm so busy criticizing the things that I disagree with that I
forget to mention the things I do well. This is my mistake.

2) I often have strong opinions and I love to debate. When I told Brecht
that I disagreed with him, my intention was to start a healthy debate, that
he may inform me why I was wrong and probably change my mind about one
thing or another. To this end I would improve the proposal and learn
something. I didn't mean that he was wrong or that I wouldn't listen to
what he said, only that I disagreed, as I'm entitled to do. Often my strong
opinions are interpreted as defiance on my part and this is another mistake
which I make often.

3) Many of the Blender team and myself have a fundamental disagreement on
the part of how to handle new users. Ton once said to me in IRC
(paraphrased) New users are an unknown quantity. Ignore then and focus on
experienced users. This is an attitude that runs contrary to most of the
designers I've learned from and worked with. I respect that Blender should
be a tool for advanced users and I don't want to change that (please refer
to #1). I only want to remove common frustrations and create methods for
new users to become acclimated to Blender, ideally without getting in the
way of expert users. I don't think that this is a zero-sum game, I think
that features that are better for new users are also better for experts. I
try to keep all of my work compatible with the expert user workflow. It's
important to me as well as you that Blender remain a powerful tool for
power users. I think that the two things are not mutually exclusive.

Last) This thread is for giving feedback on my proposal. What's your
feedback? Do you think that having this option for users is a bad one? Do
you think that the existing toolbars serve this function better? Do you
think my design choices are poor? I created this thread for feedback, and I
would appreciate yours.

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Re: [Bf-committers] Floating buttons proposal

2012-06-15 Thread Jorge Rodriguez
The purpose of floating controls is to allow designs from the proposals of
persons like:


   - Bill 
Reynishhttp://3.bp.blogspot.com/-J4mFuYz0ZBU/TqRngF0eagI/AJw/2LASnxw262k/s1600/Blender_ui_cleanup.jpg(On
the left of the 3D view)
   - Myself http://i.imgur.com/ErmDd.png (On the bottom of the 3D view)
   - Leeroy/LCG http://i.imgur.com/Lxqn1.jpg (Along the top)


My proposal doesn't include any specific designs, only the ability to
create them through scripting. The 'T' toolbar would likely be replaced
entirely by some sort of floating control arrangement. The end result would
be more space available for the user. The previous operator panel is in
my opinion a good workflow idea with a failed design implementation, and we
should experiment with other
wayshttp://dl.dropbox.com/u/4205810/blender-opstack.pngof doing it,
which would be supported by the floating controls structure.

I think that not having pixel locations, while it makes sense with the
properties panels, may not make so much sense here. Some designs, such as
the third, may not boil down to just a row or column of buttons. These
designs won't change all that often, so I don't think adding one button
between others is a use case that we need to be more concerned about. To
zoom, the layout engine can simply scale the pixel locations and sizes. We
can include the ability to arrange buttons in rows and columns as well, but
I think pixel locations is a good idea.

Note: Undocking a panel is another thing to do on my list, but it's not
part of this proposal.

On Fri, Jun 15, 2012 at 7:01 AM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Hi,

 I'm missing details on how you interact with these floating things, a
 mockup, an example for how they would be used, etc. For me it seems
 that this would be another way to present what we already have in
 panels and menus. So how do these coexist, what goes where? Right now
 we basically have a toolbar, a redo panel, and properties of the
 space.

 Could they be some sort of region inside a space like we have now, but
 overlayed with a transparent background?

 Also explicit values for pixel sizes should be avoided in scripts,
 that doesn't work well with a zoomable interface, and makes it more
 complicated to drop in a button between others. It's nice to allow
 flexibility but in the end I think you mostly want e.g. a row of icons
 for a toolbar, or undocking some panel, .. ? So it may not need that
 many layout code changes, that seems lower priority to me.

 Brecht.

 On Wed, Jun 13, 2012 at 8:06 PM, Jorge Rodriguez
 jo...@lunarworkshop.com wrote:
  As part of my GSoC I'm going to be implementing some floating buttons in
  the 3D view. It should help with usability, with reducing clutter in the
  properties/tool panels, and with tablet users. I'd like some Blender devs
  to please review it and make comments so that I can revise it before it's
  updated.
 
  http://wiki.blender.org/index.php/User:Vino/Floating_Buttons_Proposal
 
  Thank you.
 
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[Bf-committers] Floating buttons proposal

2012-06-13 Thread Jorge Rodriguez
As part of my GSoC I'm going to be implementing some floating buttons in
the 3D view. It should help with usability, with reducing clutter in the
properties/tool panels, and with tablet users. I'd like some Blender devs
to please review it and make comments so that I can revise it before it's
updated.

http://wiki.blender.org/index.php/User:Vino/Floating_Buttons_Proposal

Thank you.

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Re: [Bf-committers] Developer support for new keymap

2012-05-14 Thread Jorge Rodriguez
You're doing a great job in your new key map and I'd love to support you
any way I can. My GSoC project is UI-based but if you can persuade my
mentor to let me work on this too then I'd gladly be your code monkey.

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[Bf-committers] GSoC Thread

2012-04-23 Thread Jorge Rodriguez
Thanks for accepting me into GSoC! I'm so excited!

My email from Google says,

Now that you've been accepted, please take the opportunity to speak with
your mentors about plans for the Community Bonding Period: what
documentation should you be reading, what version control system will you
need to set up, etc., before start of coding begins on May 21st.

In the interest of avoiding mentors repeating themselves for every student
I thought I would create this thread so that the GSoC people can all be
oriented at once.

I plan to copy my proposal to the Blender wiki and use it to keep track of
my progress. I'm also thinking about using the Git mirror of Blender on
Gitorious to do my work: https://gitorious.org/blenderprojects/blender Is
that a good idea? I think a number of Blender devs do this already?

One last thing: May 21st is in the middle of exams. How flexible are you
guys on that?

Looking forward to GSoC!

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Re: [Bf-committers] GSoC Thread

2012-04-23 Thread Jorge Rodriguez
Last exam is on the 24th, I can start on Blender on the 25th. Since I
already have a good bit of Blender coding experience, hopefully I'll be
able to hit the ground running :)

I'll save the technical details for the gsoc list.

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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-07 Thread Jorge Rodriguez
I've been thinking about number keys and edit modes. It's been suggested
that the modes be bound to the number keys. I'm all for this. I also would
like to propose that shift plus a number key adds an edit mode. Ctrl +
number key can remove a mode.

Example suppose a user inputs this series of keys:

1 - Switch to Face mode
2 - Switch to Edge mode
Shift 3 - Add Vertex mode, now Blender is in Edge + Vertex mode
Shift 1 - Add Face mode, now Blender is in all 3
Ctrl 2 - Remove Edge mode, now Blender is Face + Vertex

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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Jorge Rodriguez
On the topic of mode switching:

I did some work on this in my own keymap and my approach was to reduce the
number of keystrokes and mouse clicks to switch modes. Currently to switch
among edit modes (vertex, edge, face) you must press the hotkey and then
choose with the mouse. That involves a bit of mouse aiming and an extra
click that I think in unnecessary and distracting. My solution was to have
three hotkeys, one for each edit mode. That's more keys on the keyboard,
but I think it's worth it given how much context switching goes on.

Another thing I would like to see is more seamless switching between object
mode and the edit modes. If I'm in object mode and I want to go to a
specific edit mode then the process is

1. Hit tab to go to edit mode
2. Ctrl-tab to open edit mode menu
3. Select an option, vertex face or edge

The mental model that this gives to a user is that there are two high-level
modes, object and edit modes, with edit further broken down into three
sub-modes. That basically represents how they're implemented in the code.
It's a complex mental model that requires a lot of keystrokes and I think
it can be simplified. I would like to see four high-level modes, ie object
mode, face mode, vertex mode, and edge mode. I think presenting the modes
to the user this way is a better choice, since it's a simpler mental model
and can result in faster switching between modes and thus more efficient
work.

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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Jorge Rodriguez
I don't think that has any effect on what I suggested. That all remains the
same, but you remove an abstraction layer which groups the three edit modes
inside a parent mode.

It's not an issue of changing how it's implemented, but rather of changing
how it's presented to the user. Currently the presentation represents the
implementation, I am suggesting a presentation that simplifies the
conceptual model and makes therefore context switching simpler.

On Fri, Apr 6, 2012 at 11:22 AM, Harley Acheson harley.ache...@gmail.comwrote:

   I would like to see four high-level modes, ie object mode, face mode,
  vertex mode, and edge mode.

 Is this a correct way of looking at it?

 You can be in Object mode *OR* Edit mode.  But you can have vertex
 select, edge select, and face select enabled simultaneously if you wish
 so they aren't really modes at all.

 Harley
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Re: [Bf-committers] User Interface Tasklist Proposal

2012-04-02 Thread Jorge Rodriguez
On Sun, Apr 1, 2012 at 8:25 PM, Campbell Barton ideasma...@gmail.comwrote:

 Even if you dont have big-ticket tasks, would like to see clear
 direction - Improve usability - is fine but give ~3-6 key areas you
 will work on to do so.


So the takeaway here for me is to find a few specific areas of Blender such
as Increased configuration and Efficient use of whitespace and so on,
and try to categorize my tasks in those areas.

I'm busy today but I'll revise it tonight.

Though its a real shame to have someone motivated to work on our UI
 but unable to because we cant get our act together and appoint a UI
 team.


Haha yes I am crying on the inside.

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Re: [Bf-committers] User Interface Tasklist Proposal

2012-04-01 Thread Jorge Rodriguez
On Sun, Apr 1, 2012 at 3:12 AM, Campbell Barton ideasma...@gmail.comwrote:

 * would not be accepted into blender (probably you we'rent to know but
 pre-select highlighting wouldnt be accepted, Ton doesn't like it)


Really? How strange. What's the objection? He doesn't want it even as an
option?

* are very very easy, or simply tweaking a default (right click menu
 for text is an example of this, of course users dont care if features
 are hard to code or not, BUT it does make it harder to review your
 proposal since we cant really count these additions as significant
 contributions - projects for you to sink your teeth into)


I spoke with some other developers who expressed to me that a lot of small
items is better than one large items, better possibility of it being
finished. So I just threw everything related to usability (not necessarily
UI) onto the list. From what I've seen there's been a few similar
polish-related GSoC projects accepted in recent years, so I was hoping it
wouldn't be a problem. Would you prefer if there was one or two big ticket
items on there? Such as...

* reduce vertical scrolling for toolbar, operator view.
 * cleanup view3D header  menus eg:
 http://www.blendernation.com/2011/10/29/cleaning-up-the-blender-ui/
 * improve the layout engine for more efficient use of whitespace (or
 at least make configurable).
 * improve toolbar (add/remove user tools would be nice to have)


These look really interesting, I would love to add them. Can I ask you to
expand on these? How exactly more efficient whitespace, you mean reducing
it? How would you want to reduce vertical scrolling? Some of them could be
controversial, I tried to stick to uncontroversial things. The Reynish
presentation for example I would love to work on. Should I do a Gimp mockup
of a new toolbar? If these things require debate, how should I go about
handling them in my proposal?

I'll move all of the not directly related to UI stuff into a nice-to-have
section.

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Re: [Bf-committers] patch tracker

2012-03-31 Thread Jorge Rodriguez
While we're on the topic, I was able to discover no straightforward way up
updating a patch when I wanted to revise mine. I couldn't figure out how to
upload a new attachment for my patch. I had to submit a new patch.

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[Bf-committers] User Interface Tasklist Proposal

2012-03-31 Thread Jorge Rodriguez
After speaking more closely with some Blender developers I have withdrawn
my previous proposal and formulated a draft of a new proposal. This
proposal assembles a list of user interface items to work on from the Wiki,
from bug reports, from interactions I have had with some Blender community
members, and from my own personal pet peeves, mostly usability-related
improvements and bug fixes.

http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/vino/23002

Essentially the proposal is for me to be a janitor for a few months. My
goal is at the end of the project Blender will be much more fluid and
easier to use and understand for both new and existing users. I would love
to see feedback and thoughts, but please remember that items in this list
are not final and are at the discretion of the Blender team, including my
would-be mentor. If you have something you would like to see on the list, I
would like to hear it.

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[Bf-committers] New-User Interface Proposal

2012-03-30 Thread Jorge Rodriguez
Hello! I've submitted my GSoC proposal about making an interface for
Blender that is targeted to new users:

http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/vino/21001

I would love to hear some feedback and thoughts on how I can improve the
proposal and thus my chances of it being accepted. Thanks!

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Re: [Bf-committers] New-User Interface Proposal

2012-03-30 Thread Jorge Rodriguez
Perhaps I named my proposal wrong. My intention is not to make a crippled
UI only for first-time users. My intention is to make a full UI that is
easier to understand and would fully support everything Blender has to
offer, just as the default Blender UI has right now. It will not be a
second UI, it will be a primary UI.

Also, like I say in my proposal, I'm not interested in making a
Maya-compliant key config. That's much smaller than the scope of this
proposal. Many of the things I want to do can not be done right now in
Blender, I know this because I have investigated the Blender code and
created patches to Blender that support the new interaction models that I
want. I've already done a bit of work on this task. It took me two weeks,
so I think that completing the list is not out of the scope of work of a
GSoC project.

The problem as I see it is that Blender's adoption has been weak, in large
part because Blender is not friendly to new users. The solution is not more
documentation. The people who avoid Blender because it's difficult to use
are not going to change their mind because you offer them text to read, or
because it is more customizable. They may change their mind if Blender
becomes easier to use. That's what I want to accomplish - make Blender
easier to use.

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Re: [Bf-committers] Rotate/Pan during Circle Select

2012-03-03 Thread Jorge Rodriguez
I did some work on this that you may find useful as part of my UI changes
to Blender. This is a patch against 2.61 that automatically confirms circle
select when the mouse is released. If you use this patch and b

https://github.com/BSVino/Blender/commit/1c4ddd21eb3eb9b4959587984343640da6b7fa72

I made a lot of other updates to circle select as well, basically turning
it into a tool that can be used to drag-select stuff with the left mouse
button, without having to enter a different mode. They're scattered around
here:

https://github.com/BSVino/Blender/commits/traditional

I know this doesn't address your question directly but I thought it may
help. Seems like what your user may be expecting.

On Sat, Mar 3, 2012 at 5:56 PM, Ryan King rk...@panoptic.com wrote:

 I was talking with a user coming from another 3D package who was bummed
 about our Circle Select mode requiring you to cancel / rotate / re-enter
 the mode.

 My first thought was that it would require an unpopular remapping of MMB
 (since MMB is used to deselect verts, it cannot be used to Rotate/Pan).

 So as a workaround I was prepared to tell him to simply use the Keypad
 navigation - only to find it doesn't work in this mode.

 Is the implementation of Circle Select Mode somehow tangled that it would
 be a major challenge to add the ability to use the Numpad while in that
 mode?

 Thank you very much,
 - rking
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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Jorge Rodriguez
I know that this will be an unpopular suggestion but I will raise it anyway.

I would like the team to consider turning the 3D cursor off by default. Not
shown and not settable until turned on. Reasons:

1) It's a specific feature used for specific things, new users don't need
to see or understand it to begin learning Blender.
2) It's a cumbersome way of doing things, we should develop more intuitive
and faster ways of doing what the 3D cursor does.

I'll just go ahead and address what I'm sure will be the main counter
argument: If you dumb Blender down then you'll get dumb users.

Response 1) Everybody is dumb when they're learning. If we want to increase
adoption we need to make it easier to learn.
Response 2) The user can always turn it back on when they find utility for
it.

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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Jorge Rodriguez
On Fri, Mar 2, 2012 at 4:33 PM, Harley Acheson harley.ache...@gmail.comwrote:

  I would like the team to consider turning the 3D cursor off by default.

 I would be happy just to *lock* it in place.

 I use it and love it, but it is never where I want it when I need it
 because
 I'm always accidentally moving it around.  So just a lock cursor would
 be great.


I was thinking about binding a button to turning it on and off so that it's
easy to get out of your way and bring it back when desired.

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Re: [Bf-committers] 3D Cursor and Border Select

2012-03-02 Thread Jorge Rodriguez
The thread is named 3D Cursor and Border Select and I am discussing a
solution to your problem of the 3D cursor which you described in your first
post:

On Sat, Feb 25, 2012 at 4:29 PM, Daniel Salazar - 3Developer.com 
zan...@gmail.com wrote:

 In my personal use experience and more importantly when teaching to
 students setting the 3D cursor with LMB click is one of the main
 sources of headaches.


Seems relevant to me :)

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Re: [Bf-committers] 3D Cursor and Border Select

2012-02-27 Thread Jorge Rodriguez
On the topic of bound select: I made some changes that allow for, instead
of bound select, a sort of drag-select wherein the user drags the mouse
over the specific things he wants selected. I modified the circle select to
make it. It's a bit more precise than a bound select. If you want to try it
out, you can find it here:

https://github.com/BSVino/Blender

I haven't built a distributable yet because I haven't had time to get the
scons build to work and/or get cpack to package Blender properly.

On Sun, Feb 26, 2012 at 7:10 AM, Ton Roosendaal t...@blender.org wrote:

 Which leads to the main issue: three out of four members of our current UI
 owner team is very inactive now. We need to refresh this team with people
 who get as much respect  recognition as we had during the 2.5 period, and
 then trust them to build and maintain a sane default.


I volunteer. I've already done a bunch of work on this. I have a lot of
ideas on how to improve Blender's UI and I have some time to devote.

I submitted a 
patchhttp://projects.blender.org/tracker/index.php?func=detailaid=29945group_id=9atid=127before
which allows for left-click select and also drag and drop with the
transform tools, but nothing happened with it. If I were on the Blender
team I could commit this and all of the other work I've done on Blender
(see the commit
historyhttps://github.com/BSVino/Blender/commits/traditionalin my
GitHub account) directly to the project. Here's all of the stuff I've
done with Blender that I would love to see in trunk:


   - Added some more manipulator handles that move an object locked to 2
   dimensions instead of 1. Sort of like pressing shift.
   - Hovering over a manipulator with the mouse highlights it.
   - The above mentioned drag-select and drag-drop features.
   - The ability to bind a key to go directly to vert edge or face mode
   from object mode.
   - An option for hiding the 3D cursor completely. (I know this would be
   unpopular - it would be off by default. Some people hate the 3D cursor.)


I'd love to join the team.

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Re: [Bf-committers] blender UI state

2012-01-23 Thread Jorge Rodriguez
Thanks to those who have provided feedback so far. Please sign your posts
on the discussion page or it will quickly become illegible. I hope to see
more discussion about the new user experience.

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Re: [Bf-committers] blender UI state

2012-01-22 Thread Jorge Rodriguez
That page looks like it deals with a lot of specifics. Having not seen
enough big-picture discussion, especially concerning the experience of a
new user, I've gone ahead and drafted up some ideas on that subject here:

http://wiki.blender.org/index.php/User:Vino/New_User_Experience

Some of it was copied from this discussion, but much of it is new. I would
love to hear people's thoughts or feedback. I would really like to see more
people make mockups of what they think the initial screen should look like
once users load Blender for the first time. If there is any consensus I
would like to use that material to draft a proposal page to make a revamp
of Blender's UI specifically geared toward simplifying the default settings
for new user adoption.

To answer the question: Yes, I am willing to do the work of implementing
any such proposal were it to get approved by the devs.

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Re: [Bf-committers] Transform tool tweaks

2012-01-21 Thread Jorge Rodriguez
Unless I'm misunderstanding, that behavior is intentional. The patch adds
two features, one being tap to confirm, the other being drag and drop.

Now that I think about it, I should make drag and drop an option also.

On Sat, Jan 21, 2012 at 8:29 AM, Yousef Hurfoush ba...@msn.com wrote:


 
  I'm sorry. Can you explain this better? Break it down into steps for me
 to
  reproduce it and I'll see if I can fix it.
 

 the optimal case for it to work is:
 -freeze the mouse movement
 -press g (now it will lock to mouse)
 -move your mouse as desired
 -press g to confirm

 the error can happen if do the above steps, but:
 -instead of the 1st step, you'll be moving your mouse.

 it will lock and confirm directly!
 i think it's easy to fix, but as i said before :
 the whole patch doesn't add any simplicity to using blender.

 Regards
 Yousef Harfoush


 ba...@msn.com




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Re: [Bf-committers] Transform tool tweaks - Patch available

2012-01-21 Thread Jorge Rodriguez
Martin,

The new patch is in.

http://projects.blender.org/tracker/index.php?func=detailaid=29945group_id=9atid=127

I had problems updating the old so I created a new one. Sorry if that
causes any problems.

Both the tap to confirm and the drag and drop functionality are now
optional. They default to off. To turn them on you can go into the user
preferences, 3D view, and expand the Grab command, and they should be there.

Let me know if you have any trouble or feedback. I love feedback.

On Tue, Jan 17, 2012 at 7:43 PM, Jorge Rodriguez jo...@lunarworkshop.comwrote:

 Thanks Martin I'd appreciate that a lot. I see you're the Transform module
 owner so it's good to know it's being looked at :)

 I tried to keep the workflow compatible with the current workflow. It
 should be entirely compatible with the exception of RR. If you have ideas
 of how to support both at once I would love to hear.


 On Tue, Jan 17, 2012 at 7:37 PM, Martin Poirier the...@yahoo.com wrote:

 Hi Jorge,

 I'll be looking at this as soon as I have time (probably on Thursday).

 Some of the changes (confirming with release among others) are stuff that
 I tried early on while porting transform to the 2.5 operator system and
 should be doable with the current keymap setup. If you want a workflow that
 isn't currently possible with the customization that exists, I generally
 think it's better to make the system flexible enough to support both (which
 might be what you did, haven't looked at the patch yet) and then discuss
 what the default keymaps/options should be.


 I'll get back to you once I've had a good look at your patch.

 Thanks,


 Martin


 
  From: Jorge Rodriguez jo...@lunarworkshop.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Tuesday, January 17, 2012 9:25:07 PM
 Subject: Re: [Bf-committers] Transform tool tweaks - Patch available
 
 The patch is now available here:
 
 
 http://projects.blender.org/tracker/index.php?func=detailaid=29919group_id=9atid=127
 
 I would love it if people could try it out and inform me of any problems
 or
 suggestions. I would be happy to update the patch given feedback.
 
 Following is a reprint of the patch description:
 
 This patch is against svn r43478
 
 Changes:
 
 * Pressing the grab/rotate/resize button while the tool is already active
 will cause the tool to confirm the current transformation. In the case of
 switching rotation modes, this functionality has been moved to Shift-R
 instead.
 * When using a transform tool bound to right click, right clicking will
 confirm instead of cancel; otherwise it will cancel like before.
 * Holding a transform button/key will drag the object. If the user holds
 for longer than 250ms or farther than 10 pixels then the action is
 treated
 like a drag and when the key is released the transformation is
 automatically confirmed.
 
 Notes:
 
 * This patch removes some duplicate code in the modal handler for
 transform
 events.
 * In order to support this patch some slight changes have been made in
 the
 way handler operators are called. Duplicate button/key presses are now
 filtered by the handler and not sent to the operator, and information
 about
 the handler/keymapitem which invoked the operator (if any) have been
 added
 to the wmOperator structure.
 * The previous event state also now includes the prevkeytime - the time
 that the previous keyboard key was pressed.
 
 Justification:
 
 This patch attempts to improve the usability of the transformation tools
 by
 implementing behavior which most users will expect. If a button is
 pressed
 once to activate a tool, than users can expect to be able to press that
 same button again to deactivate the tool. If the user presses and holds
 the
 button then the functionality should remain active for as long an the
 button is held down and then deactivate when it is released.
 
 In order to implement this behavior, the behavior when pressing the
 rotation button twice had to be changed. Before, the second press toggled
 the rotation type. This functionality has been moved to Shift-R. I
 recommend that the default bindings also be changed so that Shift-R
 activates rotation directly in trackball mode, to reduce the number of
 key
 presses required to access that mode. I feel that while the different
 behavior may cause some friction for some current Blender users, the new
 features should help users, new users especially, feel more comfortable
 with Blender.
 
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Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [43589] trunk/blender/source/blender/ editors/object/object_add.c: fix for last commit - declarations must be in the begin of the

2012-01-21 Thread Jorge Rodriguez
I'm using MSVC, CMake, VS10 generator, and I'm pretty sure I've seen errors
related to this. It may not be all versions or configurations of MSVC.

On Sat, Jan 21, 2012 at 5:29 PM, Dalai Felinto dfeli...@gmail.com wrote:

 I actually built on OSX with cmake+make (using framework gcc I think).
 So we need to expand the disallowance to osx as well I guess.

 2012/1/21 Campbell Barton ideasma...@gmail.com

  We should have MSVC compiler warnings set up to disallow this as with
 GCC.
 
  On Sun, Jan 22, 2012 at 11:49 AM, Dalai Felinto dfeli...@gmail.com
  wrote:
   Revision: 43589
  
 
 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=43589
   Author:   dfelinto
   Date: 2012-01-22 00:49:12 + (Sun, 22 Jan 2012)
   Log Message:
   ---
   fix for last commit - declarations must be in the begin of the block
 (C,
  tsc tsc)
  
   Modified Paths:
   --
  trunk/blender/source/blender/editors/object/object_add.c
  
   Modified: trunk/blender/source/blender/editors/object/object_add.c
   ===
   --- trunk/blender/source/blender/editors/object/object_add.c
  2012-01-21
  23:57:28 UTC (rev 43588)
   +++ trunk/blender/source/blender/editors/object/object_add.c
  2012-01-22
  00:49:12 UTC (rev 43589)
   @@ -1790,13 +1790,13 @@
  /* check if obdata is copied */
  if(didit) {
  Key *key = ob_get_key(obn);
   +   bActuator *act;
  
  if(dupflag  USER_DUP_ACT) {
  BKE_copy_animdata_id_action((ID
  *)obn-data);
  if(key)
  BKE_copy_animdata_id_action((ID*)key);
  
  /* Update the duplicated action in the
  action actuators */
   -   bActuator *act;
  for (act= obn-actuators.first; act;
 act=
  act-next) {
  if(act-type == ACT_ACTION) {
  bActionActuator* actact
 =
  (bActionActuator*) act-data;
  
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Re: [Bf-committers] blender UI state

2012-01-20 Thread Jorge Rodriguez
Someone start a Wiki page and link it here, and I will contribute to it.

I don't expect users to learn Blender at an advanced level without manuals
and video tutorials. But like I said before:

On Thu, Jan 19, 2012 at 7:50 PM, Jorge Rodriguez jo...@lunarworkshop.comwrote:

 Everything needed to operate Blender *at its most basic level* should be
 learnable through Blender itself.


Notice: At its most basic level. If the most complicated strategy games
can be learned from within the game, Blender can be as well.

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Re: [Bf-committers] blender UI state

2012-01-19 Thread Jorge Rodriguez
I volunteer for this UI business but of course it's up to the existing devs.

As far as William Raynish's blog post goes, yes. Oh my god. Yes. I'm going
to draw from that a lot as I work on this. I think I can implement many
things he suggested.

On Thu, Jan 19, 2012 at 9:14 AM, Knapp magick.c...@gmail.com wrote:

  * I would like to see a right click menu that provides copy and paste
 when
  right clicking text areas.

 Currently ctrl v,c and (x?)


I know I know but it's good to provide another method.

You clicked it by mistake and do NOT want to save. I have done this many
 times.


Having a prompt does not solve this problem. If there's a prompt then
accepting the prompt becomes an automatic part of the user's muscle memory.
Then the user has saved when they don't want to and bam, same problem.

Unless you mean, the user was trying to Ctrl-D instead or something?
There's better ways to solve this problem. Incremental saves. Undos.
Version control. Saving is such a universal feature that Blender should
confirm to the norm, which is to only produce a popup dialog if a file name
has not been chosen.

Yep, done that too but I have never lost my work due to Blenders
 rather odd way of saving stuff.


Step 1. Open Blender
Step 2. Modify the default cube somehow. Move it around for instance. Do
not save.
Step 3. Click the window's X button.

This closes Blender without asking to save changes. I'm on Windows so
perhaps this behavior does not appear on other platforms. It's unacceptable.

I have tried a lot of ways and totally disagree. The outliner keeps
 you from getting lost


...


 You need
 the properties all the time, what would you do with them?


...


 The time line is small and does not take up much space and is
 needed any time you do animation or anything else with time like
 particles.


You need properties and scene view and timeline to do anything of
substance, of course. That doesn't mean that these things should be part of
Blender's default view.

The point of the default view is new user experience. I realize that nobody
here is a new user, so nobody here necessarily wants things that are only
good for new users. But I consider myself a new user advocate, and not so
long ago, a new user. I think that Blender can change and add new
functionality that doesn't stifle existing users while making it easy for
new users to learn. I get the sense that many people disregard the new user
experience in exchange for power and information, I think this is a
mistake. There are many more people who do not use Blender than there are
who use it. If you want to increase Blender's adoption, you need to start
thinking about new users.

New users are concerned about two things.

1. How do I control the camera?
2. How do I edit the mesh in the most basic way?

That's it. They don't yet care about animation, rendering, properties,
cameras, materials, anything. All they care about is learning how to make
an object worth animating, rendering, etc. Look at any tutorials, the first
thing they go over is camera controls, the second thing is basic mesh
editing. If you make these first steps confusing or difficult then they
will abandon Blender as junk.

Here are the steps a new user must go through to start editing a mesh.
(Note: Yes all of this information is available through tutorials, but
people don't like watching tutorials, especially if they're already
familiar with other tools. Everything needed to operate Blender at its most
basic level should be learnable through Blender itself.)

1. Change to edit mode. A new user doesn't know that this is necessary to
edit a mesh. A new user doesn't know that the mesh can't be edited in
object mode. The new user must look it up. It's not in a menu. It's in a
dropdown labeled Object Mode - the user may not know what that means, or
that it's a dropdown, or that clicking it allows mode changes. Edit Mode
in that dropdown isn't visible unless the user clicks something.
2. Choose an edit type. The new user doesn't know how to do this. There are
three buttons on the button bar that do this but they are buried in other
crap and not obvious. This is also not available in a menu.
3. Select something in the mesh to edit. This is a problem since the user
will try to left click and select is right click. It may not even occur to
some people to try right click. It's really damn frustrating not to be able
to select things.
4. Choose whether to Grab, Rotate, Scale. The user does not know these
shortcut keys exist. The buttons on the toolbar that provide Maya style
manipulators are not obvious, and not the recommended way of operating
Blender.

By now many people have quit. Even if they persevere, Blender has many
other similar interface problems. Here's what I would like to see:

1. Change to edit mode. There is a larger button on screen that does this
directly from Object mode. In fact, there should be four, one for Vertex,
Edge, and Face, and one to return to Object. They are by default 

Re: [Bf-committers] Transform tool tweaks

2012-01-19 Thread Jorge Rodriguez
On Thu, Jan 19, 2012 at 11:33 AM, Yousef Hurfoush ba...@msn.com wrote:

 i patched and tested, clumsy:

 if you select and move right away it acts like hold and up (it transforms
 and confirms automatically!)
 , although i like the idea of holding and release on key up.


I'm sorry. Can you explain this better? Break it down into steps for me to
reproduce it and I'll see if I can fix it.

On Thu, Jan 19, 2012 at 2:02 PM, Rainer Hohne raho...@googlemail.comwrote:

 Currently we have the choice of different interaction presets for users
 coming from a different package on the splash screen, so I would like to
 encourage you to make your changes accessible via this menu, keeping the
 interaction like it is for all who have grown accustomed to how Blender
 works over the years.


I will be doing this. I do not wish to irritate existing users.

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Re: [Bf-committers] blender UI state

2012-01-19 Thread Jorge Rodriguez
On Thu, Jan 19, 2012 at 9:23 PM, Knapp magick.c...@gmail.com wrote:

 I know I did the first time I tried blender. The next time I found a
 video by gray-beard called something like learning the user interface
 and then all was good.


I'd like Blender to be learnable without people having to go watch
tutorials. The process of flipping to and from tutorial videos all the time
is awfully disruptive. There's no reason it can't be more transparent.

Yes it is really odd at first but I think it has persisted so long
 because it is a much better system.


Sure, I believe you. I'm sure it is. I'm glad Blender is ahead of the curve
in introducing new paradigms like this. I hear a lot of users say they
enjoy Blender's right click select and that's great. Problem is, it
frustrates the hell out of most users who have no idea why the left click
doesn't select. It may be a better system but it's not one that any new
users will be familiar with. Therefore, the default should be left click
select.

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Re: [Bf-committers] Transform tool tweaks

2012-01-18 Thread Jorge Rodriguez
On Wed, Jan 18, 2012 at 9:48 AM, Tobias Oelgarte 
tobias.oelga...@googlemail.com wrote:

 It bugs me that it
 destroys the option to add additional options to the tools by just
 pressing the same button multiple times. That is very quick and
 intuitive. I would not like to trade it against a press again to confirm.


After much thinking and listening to feedback I'm going to find a way to
update the patch to make this on option. I just learned about how RNA
properties work with operators in Blender so it should be straightforward
to implement. Then if this patch is used then you can keep the old
behavior. I've been having some computer problems today but hopefully I can
get it up before tomorrow.

That is the main difference. You speak about simple interaction for new
 users. But i speak about fast interaction once learned. Yes this is a
 compromise to make.


I disagree. I think that simple interaction and fast interaction are not
mutually exclusive. In fact, I think my patch manages to keep interaction
speeds (and in some cases make things faster) while at the same time making
Blender more accessible to new users.

I confess though, I am very concerned with new users. It's a primary
motivation for me hacking Blender. After all, I am a new user, and one of
the reasons I put off adopting Blender for so long is because of
frustrations like the one I have addressed with this patch. I believe that
Blender could have much more success if it made it easier for new users to
adopt. In this sense I think Blender's user interface holds it back. It is
my goal to address this, which is to everyone's benefit because more users
== more developers, and more developers == more features.

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twitter: VinoBS
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Re: [Bf-committers] blender UI state

2012-01-18 Thread Jorge Rodriguez
I'm glad that this topic is being discussed, as it is one of the primary
motivations for me beginning work on Blender. Here is my list of things
that I would like to see fixed, from a newbie's point of view:

* There is a + to open the N properties (and other panels) but no - to
close it.
* Panels can be opened by dragging them out, but can't be closed by
dragging them back.
* The toolbar on the left is a good idea but is rough, some buttons are
pointless and it needs to be neater. I would love to see the background
panel disappear, and the buttons therein presented as floating buttons on
top of the UI. Like how Silo does it. (http://goo.gl/7HChk See left.) This
would give more area to the 3D view, which is what's really important.
* I would like to see right clicking on things offer a Delete option.
* When right clicking for some things there is no Rename option.
* I would like to see a right click menu that provides copy and paste when
right clicking text areas.
* Why does pressing Ctrl-S prompt the user to save? Why would anybody ever
not want to save when they just pressed Ctrl-S? What other program does
this, ever?
* Someone already mentioned that the button rows need to wrap and make a
new row if they run out of space. I'll bet a lot of people don't know that
you can scroll those things. But, you shouldn't ever have to.
* When dialogs like the file dialog are open I always find myself clicking
the Windows X button to close it, which closes Blender, often without
saving my work. Needs another smaller (X) up there for closing the dialog
without choosing a file.
* I think it is inane that saving user preferences saves the entire current
.blend to be loaded again with the File-New command. If I want to rebind a
key in the middle of my work, it saves my entire project, and then I
continue my work and next time I load Blender I am presented with an old
version of my project. It should save only user preferences, like it claims
it does.
* In general I think the default Blender screen is too cluttered and should
contain fewer panels. I think we can do away with the outliner and
properties on the right, and also with the timeline on the bottom. If the
user wants more panels, the user can create more panels. Advanced users
already have their layout customized how they like it, presenting new users
with 8 panels causes information overload, and turns people off Blender.
So, a new user loading Blender for the first time might see something more
like this: http://i41.tinypic.com/8yuet5.png

I plan on working on many of these things, once I'm done with my work on
the basic controls (see the Transform tool tweaks thread.)

-- 
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twitter: VinoBS
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Re: [Bf-committers] Transform tool tweaks

2012-01-17 Thread Jorge Rodriguez
On Tue, Jan 17, 2012 at 11:42 AM, Knapp magick.c...@gmail.com wrote:

 It looks good but I would need to try it out to be sure. My one
 question is does RR still work? That is a command that I use a LOT.


Sorry not familiar with the lingo, what is RR? Is it changing rotation type
to and from trackball? Because yes that still works but I moved it to
Shift-R.

I'll be submitting a patch today I think.

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Re: [Bf-committers] Transform tool tweaks

2012-01-17 Thread Jorge Rodriguez
On Tue, Jan 17, 2012 at 12:54 PM, Knapp magick.c...@gmail.com wrote:

 Yes, that is what it is. The lingo is just the short cut key(s) used
 to activate it. I am not sure I like having it moved to shift R
 because it still has not sunk in that I must use b and c instead of
 the old b and bb. Seems like a similar problem to me. Really I want BB
 back, but will not likely get it. I know that I am not the only one
 that feel that way. I have seen at least 2 tuts that complain about
 the BB change. Typing R or RR is very fast and easy to use. Having to
 reach to shift for a very common short cut key is a pain. I don't know
 about the rest of the users but I have a hard time hitting keys like
 shift ( I tend to hit cap lock instead). Still I am thinking that it
 is very likely new users will love your changes.  Perhaps this is JUST
 IMOHO! I look forward to others reactions.


Well let me ask you a question - which kind of rotation do you use more
often, trackball or regular? I feel that if the more common rotation were
default then it would alleviate this.

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Re: [Bf-committers] Transform tool tweaks

2012-01-17 Thread Jorge Rodriguez
Then the solution I would suggest is to bind one rotation type to R and the
other to perhaps Shift-R. It's the same amount of keypresses either way. I
feel like, although the current workflow is changed by this method, the
overall workflow becomes faster and more intuitive, so it's worth it.

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Re: [Bf-committers] Transform tool tweaks

2012-01-17 Thread Jorge Rodriguez
A quick note just so we can all remain on the same page. When I'm talking
about rotation in this topic, I'm referring to when the user is rotating an
object and the view remains the same. I'm not referring to when the user is
rotating the view. This feature does not affect view rotation.

On Tue, Jan 17, 2012 at 3:29 PM, Tobias Oelgarte 
tobias.oelga...@googlemail.com wrote:

 Why not leave the default rotation at R and make the following possible:

 R = Start with default rotation
 Shift + R = Start with trackball
 Pressing either R or Shift+R again will toggle the mode.


The feature I proposed in the top post of this thread makes pressing any
transformation key (G, R, or S) a second time confirm the transformation. I
made this change because I feel it is a more expected behavior to new users
- If you press a button to enter a rotation mode then you should be able to
press that button again to exit it. Not all users will expect this
behavior, but I don't think many users (other than existing Blender users)
would expect that pressing the button again should retain the new mode but
modify it. The number of former users (again not including existing users
trained on the current behavior) is in my opinion much greater than the
number of latter users.

In short, I expect that many existing Blender users may not like the key
rebind, but I think that letting the user press the R button twice to
approve the rotation is a more intuitive behavior than pressing it again to
toggle. In the end though, my proposal is very similar to yours:

R = Start with default rotation
Shift + R = Start with trackball
R again = Confirm the current rotation
Pressing Shift+R again will toggle the mode.

So it's the same, but pressing R again confirms instead of toggles, which
of course is the whole point of my patch.

I'm pretty satisfied with this patch now, I'll be submitting it shortly.

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twitter: VinoBS
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Re: [Bf-committers] Transform tool tweaks - Patch available

2012-01-17 Thread Jorge Rodriguez
The patch is now available here:

http://projects.blender.org/tracker/index.php?func=detailaid=29919group_id=9atid=127

I would love it if people could try it out and inform me of any problems or
suggestions. I would be happy to update the patch given feedback.

Following is a reprint of the patch description:

This patch is against svn r43478

Changes:

* Pressing the grab/rotate/resize button while the tool is already active
will cause the tool to confirm the current transformation. In the case of
switching rotation modes, this functionality has been moved to Shift-R
instead.
* When using a transform tool bound to right click, right clicking will
confirm instead of cancel; otherwise it will cancel like before.
* Holding a transform button/key will drag the object. If the user holds
for longer than 250ms or farther than 10 pixels then the action is treated
like a drag and when the key is released the transformation is
automatically confirmed.

Notes:

* This patch removes some duplicate code in the modal handler for transform
events.
* In order to support this patch some slight changes have been made in the
way handler operators are called. Duplicate button/key presses are now
filtered by the handler and not sent to the operator, and information about
the handler/keymapitem which invoked the operator (if any) have been added
to the wmOperator structure.
* The previous event state also now includes the prevkeytime - the time
that the previous keyboard key was pressed.

Justification:

This patch attempts to improve the usability of the transformation tools by
implementing behavior which most users will expect. If a button is pressed
once to activate a tool, than users can expect to be able to press that
same button again to deactivate the tool. If the user presses and holds the
button then the functionality should remain active for as long an the
button is held down and then deactivate when it is released.

In order to implement this behavior, the behavior when pressing the
rotation button twice had to be changed. Before, the second press toggled
the rotation type. This functionality has been moved to Shift-R. I
recommend that the default bindings also be changed so that Shift-R
activates rotation directly in trackball mode, to reduce the number of key
presses required to access that mode. I feel that while the different
behavior may cause some friction for some current Blender users, the new
features should help users, new users especially, feel more comfortable
with Blender.

-- 
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jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
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Re: [Bf-committers] Transform tool tweaks - Patch available

2012-01-17 Thread Jorge Rodriguez
Thanks Martin I'd appreciate that a lot. I see you're the Transform module
owner so it's good to know it's being looked at :)

I tried to keep the workflow compatible with the current workflow. It
should be entirely compatible with the exception of RR. If you have ideas
of how to support both at once I would love to hear.

On Tue, Jan 17, 2012 at 7:37 PM, Martin Poirier the...@yahoo.com wrote:

 Hi Jorge,

 I'll be looking at this as soon as I have time (probably on Thursday).

 Some of the changes (confirming with release among others) are stuff that
 I tried early on while porting transform to the 2.5 operator system and
 should be doable with the current keymap setup. If you want a workflow that
 isn't currently possible with the customization that exists, I generally
 think it's better to make the system flexible enough to support both (which
 might be what you did, haven't looked at the patch yet) and then discuss
 what the default keymaps/options should be.


 I'll get back to you once I've had a good look at your patch.

 Thanks,


 Martin


 
  From: Jorge Rodriguez jo...@lunarworkshop.com
 To: bf-blender developers bf-committers@blender.org
 Sent: Tuesday, January 17, 2012 9:25:07 PM
 Subject: Re: [Bf-committers] Transform tool tweaks - Patch available
 
 The patch is now available here:
 
 
 http://projects.blender.org/tracker/index.php?func=detailaid=29919group_id=9atid=127
 
 I would love it if people could try it out and inform me of any problems
 or
 suggestions. I would be happy to update the patch given feedback.
 
 Following is a reprint of the patch description:
 
 This patch is against svn r43478
 
 Changes:
 
 * Pressing the grab/rotate/resize button while the tool is already active
 will cause the tool to confirm the current transformation. In the case of
 switching rotation modes, this functionality has been moved to Shift-R
 instead.
 * When using a transform tool bound to right click, right clicking will
 confirm instead of cancel; otherwise it will cancel like before.
 * Holding a transform button/key will drag the object. If the user holds
 for longer than 250ms or farther than 10 pixels then the action is treated
 like a drag and when the key is released the transformation is
 automatically confirmed.
 
 Notes:
 
 * This patch removes some duplicate code in the modal handler for
 transform
 events.
 * In order to support this patch some slight changes have been made in the
 way handler operators are called. Duplicate button/key presses are now
 filtered by the handler and not sent to the operator, and information
 about
 the handler/keymapitem which invoked the operator (if any) have been added
 to the wmOperator structure.
 * The previous event state also now includes the prevkeytime - the time
 that the previous keyboard key was pressed.
 
 Justification:
 
 This patch attempts to improve the usability of the transformation tools
 by
 implementing behavior which most users will expect. If a button is pressed
 once to activate a tool, than users can expect to be able to press that
 same button again to deactivate the tool. If the user presses and holds
 the
 button then the functionality should remain active for as long an the
 button is held down and then deactivate when it is released.
 
 In order to implement this behavior, the behavior when pressing the
 rotation button twice had to be changed. Before, the second press toggled
 the rotation type. This functionality has been moved to Shift-R. I
 recommend that the default bindings also be changed so that Shift-R
 activates rotation directly in trackball mode, to reduce the number of key
 presses required to access that mode. I feel that while the different
 behavior may cause some friction for some current Blender users, the new
 features should help users, new users especially, feel more comfortable
 with Blender.
 
 --
 Jorge Vino Rodriguez
 jo...@lunarworkshop.com
 twitter: VinoBS
 919.757.3066
 ___
 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
 
 
 
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