Re: [Bf-committers] About the location of the Operator panel...

2013-06-21 Thread Julio Iglesias
I would be inclined to have an option to automatically launch a F6
popup widget at mouse position, because it doesn't get any closer
than that.

And I agree with Knapp: we should be able to move and close it,
because quite often we need to rotate the view and review the result
before accepting the operation.
Right now it feels a bit silly having to rotate view, press F6, zoom
view, press F6, etc... :D

Maybe it could be an addon.


Regards.









On Fri, Jun 21, 2013 at 11:25 AM, Knapp magick.c...@gmail.com wrote:
 On Thu, Jun 20, 2013 at 10:40 AM, Gaia gaia.cl...@machinimatrix.org wrote:
 Hi, all;

 I asked myself:

 Why does the operator panel appear in the tool shelf
although the operator has been called from the
properties sidebar ?

 At least on a large display that can be really far far away :)

 I have an idea for the case where an operator is called by
 click on a button from within a Panel:  Add a panel option
 to specify where the operator panel shall show up:

 - Bottom of Tool Shelf (default)
 - Bottom of Properties sidebar
 - Bottom of current window (tool shelf or properties bar, ...)
 - Directly Below current panel (maybe not a good idea)

 If the operator was not called from within a panel, then
 fallback to defaults. Regardless of where it appears, the
 operator panel disappears when the next operator is called.

 Benefits:

 - Operator options can appear very near to where the
operator was called, thus get much more awareness
 - less moving around on large screens to change operator
options.

 Drawbacks:

 - operator panel no longer appears at one fixed location

 However letting the operator panel appear close to our
 current focus of work could possibly be more beneficial
 than relying on operator options to always appear in the
 lower left corner of the screen.

 What do you think about that ?

 -gaia-

 If it functions like the F6 button then it needs to be made so you can
 grab the header and move it and it remembers where it was. I know it
 currently opens where the mouse is. It currently works but is a bit
 annoying because it is always self closing.
 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
 http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

 Massage in Gelsenkirchen-Buer:
 http://douglas.bespin.org/tcm/ztab1.htm
 Please link to me and trade links with me!

 Open Source Sci-Fi mmoRPG Game project.
 http://sf-journey-creations.wikispot.org/Front_Page
 http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] UV editor behaviour on selecting UV islands

2013-04-06 Thread Julio Iglesias
Hi Hadrien,

If I understood it right, there is TPP to help you with that:
https://sites.google.com/site/bartiuscrouch/scripts/texture_paint_plus

You only have to select the UV element and press F-key

P.S.: Suggestions should go to Bf-funboard

Regards.


On Sat, Apr 6, 2013 at 11:37 PM, Hadrien Brissaud hadris...@gmail.comwrote:

 Hello,

 I have a suggestion to make concerning the UV editor. It is a tough one to
 explain, so I'll try my best to write it very clearly :

 Often I find myself in need of selecting a UV island in one click and go
 back to the 3D view in order to identify it (see where it is exactly on my
 model) and unwrap it correctly. However, selecting a UV island is only
 possible when synchronization between the UV editor and the edit mode mesh
 selection is active (use_uv_select_sync) - in this case, for the mesh to
 appear in the UV editor, it has to be selected in the 3D view : that
 defeats my purpose of finding the UV island by selecting it (because...
 everything is already selected !).

 Hence I suggest these three things :

 1/ drop the specific edit-mode-style icons when synch is on. Add an
 island selection mode. Basically make the selection modes the same than
 when synch is off.

 2/ do not hide the entire mesh in the UV editor when synch is on, instead
 show it - I may be mistaken, is there a purpose to not showing it at all,
 as it is currently the case ?

 3/ add an entry to the shift-G menu (select similar) : UV island.

 Thank you,

 Hadrien
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Re: [Bf-committers] Google Summer of Code 2013

2013-03-24 Thread Julio Iglesias
Hi,

I would be willing to be a stakeholder for Texture Painting, Sculpting
and/or UV edit, specially on the gui/usability side.

Antony Riakiotakis and Nicholas Bishop already did some awesome work in
terms of tools, but there is still a big lack in terms of usability (and
tools in a lesser degree) that makes me (and I hate to say it) have to rely
on other software when time and/or complexity on a project is of the
essence.

I see amazing stuff in Blender each new release, but that stuff seems to be
always forgotten. So, whenever the time and interest comes, here I am.

And who the hell are you? you might ask, well, briefly, I'm just a guy
with 10+ years of experience on those fields I'm interested in see improved
O:)

Regards.

On Tue, Mar 19, 2013 at 8:12 PM, Ton Roosendaal t...@blender.org wrote:

 Hi,

 We usually can manage topics via open movie funding quite well too.

 And since there's nothing tangible really for a next movie project, I
 rather check on what existing (bigger) blender projects would need now.

 I also don't think they'd come with real surprises though... we have a lot
 of known issues. It's not so much that we need ideas, what we need is
 stakeholders - people who need development for a real world use case.

 -Ton-

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

 On 19 Mar, 2013, at 16:25, Tom M wrote:

  On Tue, Mar 19, 2013 at 6:15 AM, Ton Roosendaal t...@blender.org wrote:
 
 
  For GSoC 2013 I would like to introduce a special focus: we could
 organize a stronger connection between the stakholders (users) and
 students/mentors. Speficially I'd like to invite teams/studios to think of
 useful targets, to define projects they really need (and will use), and to
 get involved as artist-buddies for the students.
 
 
  Ton, it would be good if you, brecht, Campbell and Sergey (and others)
  can brainstorm for what things would be useful for the next film.  Ie
  what parts of the film (rendering, compositing, animating, modeling,
  texturing, cloth, physics and other simulations etc.) will be most
  labor and time intensive and then create a wishlist based on that.
  I'm sure there are probably useful papers from siggraph and other
  conferences that might be worth suggesting based on that.
 
  LetterRip
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Re: [Bf-committers] Sculpting UI issue

2012-03-14 Thread Julio Iglesias
I think a good approach to solve this would be to leave a bit more
black space on the top and place the names there with a grey color,
that way there is no need for the rough grey box, and all text will be
readable.

A sample with the first one: http://www.pasteall.org/pic/show.php?id=28430


On Wed, Mar 14, 2012 at 10:20 PM, Thomas Dinges blen...@dingto.org wrote:
 As comparison 2.62: http://www.pasteall.org/pic/28428
 Ok, the Nudge and Fill/Deepen and maybe the Smooth one is a *bit*
 different to read. But thats it.

 +1 to revert to that or have a slight transparent background.

 Am 14.03.2012 22:14, schrieb Thomas Dinges:
 Hi everyone,
 I just noticed that:
 http://www.pasteall.org/pic/28427

 Who added the grey text boxes? I find the look we had in 2.62 better
 actually.
 Sure, the text is a bit more readable with a background, but then I'd
 prefer a more transparent one.
 Also the current boxes differ in (text)size.

 Can this please be fixed? Thanks!

 Regards,
 Thomas



 --
 Thomas Dinges
 Blender Developer, Artist and Musician

 www.dingto.org

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

2012-03-04 Thread Julio Iglesias
Maybe I'm missing something, but i think it would make sense to change
this and use Shift (like deselect on edit mode) or Ctrl (like on
sculpt mask) and leave MMB for the view operations.


On Sun, Mar 4, 2012 at 2:56 AM, 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] remove face flip tool?

2012-03-02 Thread Julio Iglesias
I work with low poly stuff frequently, and I used face flip a lot,
but it often gave frustrating results using it on groups of faces, so
in the end I tended to use it on individual pairs, or multiple (but
separated) pairs.

So, I think if you add support for rotating multiple edges at once, it
would be probably ok to leave it out.

Anyway, to help you decide, it would be probably better to post a poll
over BA.org and get the input of a wider range of users.

Regards.


On Fri, Mar 2, 2012 at 8:52 PM, GSR gsr@infernal-iceberg.com wrote:
 Hi,
 ideasma...@gmail.com (2012-03-03 at 0018.56 +1100):
 As I understand it this tool swaps the direction of the edge between 2
 or more selected triangles.

 Is this tool worth adding back? - Its very similar to edge flip, the
 main advantage AFAIK is that in some cases its easier to select a
 bunch of triangle pairs - rather then the edge in-between each one.

 Yes, it's worth adding back, very useful when fixing low poly models
 so every triangle counts, as quads to triangles gives the wrong split
 half of the times.

 GSR

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Re: [Bf-committers] Display modes for 3D-View from user perspective

2011-11-27 Thread Julio Iglesias
Maybe I'm missing some facts, but the way I see it, to make it as simple as
possible, giving at the same time some versatility, overall changes could
be:
- Textured Solid option (could be) out from display/shading, as it can be
selected in the viewport's shading menu (as seen on the mockup)
- All viewport texture shading modes (except GLSL*) would still depend on
what is selected on display/shading panel.
* Meaning Textured GLSL would override whatever is selected in
display/shading and viceversa; if GLSL is selected in display/shading,
the other viewport tex shading modes would override GLSL mode.

Now, having those new viewport shading options, there might be a point
where having the display/shading panel doesn't make sense anymore, but I
think it doesn't hurt to leave it as it is at the moment, it might be a bit
confusing, but you wouldn't even need to go there anyway, since you could
alternate the most common tex shading options from the viewport menu or
(ALT/SHIFT/Z) shortcuts.

Or is TT meant to be lit the old way, using OpenGL
predefined lights with multitexture?

Yep, textured would be the same old textured, but I made a mistake on the
mockup, to avoid confusion and clutter, it should be like this:
http://dl.dropbox.com/u/2294713/textureshadingmodes2.png
So if you were currently in shadeless mode, Textured would be present
again.

Regards.

On Thu, Nov 24, 2011 at 6:37 PM, Tobias Oelgarte 
tobias.oelga...@googlemail.com wrote:

 A short look at you screenshot/mochup gave me a good impression. I would
 really like to see it simplified that way.
 The only thing that isn't quite clear to me would be the difference
 between Textured-Textured and Textured-Shadeless. I would assume that
 both are the same? Or is TT meant to be lit the old way, using OpenGL
 predefined lights with multitexture?

 Currently we have this possible choices (Modes: GS=GLSL,
 MT=Multitexturing, ST=Singletexturing; Option: TeS=Textured solid):

 Drawmode  | Mode | TeS | Rendered as:
 --|--|-|
 Bounding  |  GS  | | BoundingBox
 Bounding  |  GS  |  x  | BoundingBox
 Bounding  |  MT  | | BoundingBox
 Bounding  |  MT  |  x  | BoundingBox
 Bounding  |  ST  | | BoundingBox
 Bounding  |  ST  |  x  | BoundingBox
 Wireframe |  GS  | | Wire
 Wireframe |  GS  |  x  | Wire
 Wireframe |  MT  | | Wire
 Wireframe |  MT  |  x  | Wire
 Wireframe |  ST  | | Wire
 Wireframe |  ST  |  x  | Wire
 Solid |  GS  | | Solid-Shading
 Solid |  GS  |  x  | Solid-Shading + Single Texture (active UV only)
 Solid |  MT  | | Solid-Shading
 Solid |  MT  |  x  | Solid-Shading + Single Texture (active UV only)
 Solid |  ST  | | Solid-Shading
 Solid |  ST  |  x  | Solid-Shading + Single Texture (active UV only)
 Texture   |  GS  | | GLSL-Shading + GLSL-Texturing / Nodes
 Texture   |  GS  |  x  | GLSL-Shading + GLSL-Texturing / Nodes
 Texture   |  MT  | | OpenGL-Shading + Single Texture (active UV only)
 Texture   |  MT  |  x  | OpenGL-Shading + Single Texture (active UV only)
 Texture   |  ST  | | OpenGL-Shading + Single Texture (active UV only)
 Texture   |  ST  |  x  | OpenGL-Shading + Single Texture (active UV only)


 That are a whole lot of possible combinations (24), but only a hand full
 (6) of actually implemented display modes. What about Multitexturing? I
 never saw a single mode supporting it inside the 3D-View. Additionally i
 think that the last mode OpenGL-Shading + Single-Texturing (always
 active UV only) is pretty much useless in practice.

 Greetings from
 Tobias Oelgarte

 Am 24.11.2011 17:46, schrieb Julio Iglesias:
  I agree, it is a mess right now. Personally I would love something like
  this:
 
  http://dl.dropbox.com/u/2294713/textureshadingmodes.png
 
  As for key mapping, imho, it would be nice to use SHIFT+Z to switch
 between
  all texture shading options (texture, tex solid, shaderless, and GLSL)
  Also, ALT+Z would switch between wireframe and whatever Texture Shading
  mode is currently selected.
  Same goes for Z switching between wireframe and any solid shading is
  selected.
 
 
  Regards.
 
  On Thu, Nov 24, 2011 at 1:32 AM, Tobias Oelgarte
  tobias.oelga...@googlemail.com  wrote:
 
  Hello,
 
  I noticed some recent changes on how blender renders the content inside
  the 3D-View and at first i thought that it would be a bug in the current
  revisions. So I opened a bug report after some curious postings inside
  blendpolis.de (a well known German community website/forum for blender)
  regarding this recent change. One of the first problems was to figure
  out how to get a shadeless textured view onto a model. Even after
  several tries nobody found a solution. Inside the bug report Brecht
  mentioned that this change was intentional and not a bug. To achieve the
  essential view for texturing/painting the user will now have to move all
  lights to a separate layer and he is forced to hide this layer. Only
  then you will get

Re: [Bf-committers] Display modes for 3D-View from user perspective

2011-11-24 Thread Julio Iglesias
I agree, it is a mess right now. Personally I would love something like
this:

http://dl.dropbox.com/u/2294713/textureshadingmodes.png

As for key mapping, imho, it would be nice to use SHIFT+Z to switch between
all texture shading options (texture, tex solid, shaderless, and GLSL)
Also, ALT+Z would switch between wireframe and whatever Texture Shading
mode is currently selected.
Same goes for Z switching between wireframe and any solid shading is
selected.


Regards.

On Thu, Nov 24, 2011 at 1:32 AM, Tobias Oelgarte 
tobias.oelga...@googlemail.com wrote:

 Hello,

 I noticed some recent changes on how blender renders the content inside
 the 3D-View and at first i thought that it would be a bug in the current
 revisions. So I opened a bug report after some curious postings inside
 blendpolis.de (a well known German community website/forum for blender)
 regarding this recent change. One of the first problems was to figure
 out how to get a shadeless textured view onto a model. Even after
 several tries nobody found a solution. Inside the bug report Brecht
 mentioned that this change was intentional and not a bug. To achieve the
 essential view for texturing/painting the user will now have to move all
 lights to a separate layer and he is forced to hide this layer. Only
 then you will get back to usual shadeless view for texturing. So far the
 current situation.

 As I was continuing my work on a model it just felt wrong. I have lights
 spread out on multiple layers and I need this shadeless textured mode
 for projection painting. So what i had to do now? I had to disable all
 light layers (Shift+Click) to be able to continue the texturing and for
 a simple test render i had to enable all this layers again. The problem
 is, that i have to continue all steps over and over again, which simply
 isn't fun anymore. So I was soon forced to step back and to use an older
 version, in which i can just switch from solid to textured for
 painting/texturing and from there to GLSL to get a rough preview.

 I think that the current solution is neither suited for beginners (even
 long time users are confused or annoyed) and the additional draw types
 (e.g. solid shaded textured view or plain OpenGL-Lights Multitexture)
 seem pretty useless to me, i came up with two ideas to make the best out
 of it.

 Option #1:
 Add an additional checkbox under Textured Solid, to disable all lights
 and enforce the shadeless, textured mode. It would at least provide a
 convenient way to switch between texturing (as a working step) and the
 GLSL preview.

 Option #2 (I would prefer it over #1):
 Remove this options and reduce the display modes to the following set of
 options:

 1. Bounding Box (not affected by anything currently found under the
 GLSL/Multitexture/Singletexture option inside the 3D-View properties)
 2. Wireframe (as previous mode not affected)
 3. Solid view (Keep it solid, no textures, the typical view for modeling)
 4. Only Textures, no Shading. (the typical view for texturing/unwrapping)
 5. Only Shading, no Textures. (uses GLSL for lighting, but does not
 utilize textures or nodes, fast/rough preview for lighting in scenes,
 could be useful for sculpting)
 6. Full GLSL (fast preview)

 Any other combination did not make much sense to me in the usual
 workflow. Why not reduce the display modes to this set of options,
 instead spreading them over multiple locations (3d-view toolbar, 3d-view
 properties under Display) or making them even depend on (in)visible
 lights/layers?

 Best wishes from
 Tobias Oelgarte
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