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

2012-04-07 Thread Nathan Vegdahl
 But when you click the side switch mapped to MMB while hovering, it's
 still MMB if you choose to make contact with the surface, correct?

Hmm... actually, I'm not sure.  I presumed it would just count as both
buttons (LMB + MMB), but you could be correct.  I'll give it a test
the next time I'm on my work computer.

--Nathan


On Fri, Apr 6, 2012 at 7:11 PM, Mike Erwin significant@gmail.com wrote:
 Ahh, everything makes sense now! What you say is exactly right. This
 Linux behavior can probably be mimicked on Windows too with the proper
 driver settings.

 But when you click the side switch mapped to MMB while hovering, it's
 still MMB if you choose to make contact with the surface, correct?
 It's not that hovering has no pressure, the pressure is just zero. A
 regular mouse has no pressure. Right now the code treats both no
 pressure  zero pressure as pressure = 1, which isn't really correct.
 One of the things I'm working on :).

 Back to your original point, a hovering pen has zero pressure and
 can't be used to draw. Totally agree.

 Sorry for veering away from the keymaps topic and into tablet-land!
 It's just where my head's been for the past several weeks.

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire



 On Fri, Apr 6, 2012 at 9:20 PM, Nathan Vegdahl ces...@cessen.com wrote:
 I feel like we are still miscommunicating.

 It sounds like your setup is:
 Stylus tip = LMB
 Hold down side-button-1 + stylus tip = MMB
 Hold down side-button-2 + stylus tip = RMB

 In other words, you use the side buttons as _modifiers_ for the tip of
 the stylus.  Holding them down changes the meaning of the tip.

 Whereas my setup (and the default on Linux) is:
 Stylus tip = LMB
 Side-button-1 = MMB
 Side-button-2 = RMB

 The side buttons in this case are buttons unto themselves, they are
 _not_ modifiers for the stylus tip.  All I do is click a side button,
 and it acts as a mouse button click.  No need to tap the stylus tip to
 the tablet at all.

 Does that make sense?

 So with the setup I use, MMB and RMB have no pressure sensitivity,
 because they have absolutely nothing to do with the tip of the stylus
 where the pressure sensitivity is.

 --Nathan
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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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twitter: VinoBS
919.757.3066
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Mike Erwin
Ahh, everything makes sense now! What you say is exactly right. This
Linux behavior can probably be mimicked on Windows too with the proper
driver settings.

But when you click the side switch mapped to MMB while hovering, it's
still MMB if you choose to make contact with the surface, correct?
It's not that hovering has no pressure, the pressure is just zero. A
regular mouse has no pressure. Right now the code treats both no
pressure  zero pressure as pressure = 1, which isn't really correct.
One of the things I'm working on :).

Back to your original point, a hovering pen has zero pressure and
can't be used to draw. Totally agree.

Sorry for veering away from the keymaps topic and into tablet-land!
It's just where my head's been for the past several weeks.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire



On Fri, Apr 6, 2012 at 9:20 PM, Nathan Vegdahl ces...@cessen.com wrote:
 I feel like we are still miscommunicating.

 It sounds like your setup is:
 Stylus tip = LMB
 Hold down side-button-1 + stylus tip = MMB
 Hold down side-button-2 + stylus tip = RMB

 In other words, you use the side buttons as _modifiers_ for the tip of
 the stylus.  Holding them down changes the meaning of the tip.

 Whereas my setup (and the default on Linux) is:
 Stylus tip = LMB
 Side-button-1 = MMB
 Side-button-2 = RMB

 The side buttons in this case are buttons unto themselves, they are
 _not_ modifiers for the stylus tip.  All I do is click a side button,
 and it acts as a mouse button click.  No need to tap the stylus tip to
 the tablet at all.

 Does that make sense?

 So with the setup I use, MMB and RMB have no pressure sensitivity,
 because they have absolutely nothing to do with the tip of the stylus
 where the pressure sensitivity is.

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

2012-04-06 Thread metalliandy
Sounds like a good idea :)
Might also be an idea to keep the current keymap, if the changes are 
integrated etc., in a Blender Classic preset, so that people who like 
the current set up can still get to use them.

On 06/04/2012 05:53, CG Cookie wrote:
 A major +1 from me as well. If you'd like some help also I'm game to chip in 
 to help develop the initial keymap.

 Sent from my iPad

 On Apr 5, 2012, at 11:10 PM, Damir Prebegblend.fact...@gmail.com  wrote:

 +1 for all of these principles. Especially for the Principle 0.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 Also as a Dvorak keyboard users, I always feel left out. I switch to
 QWERTY just for blender use.

Ah, indeed!  This should be filed under principle 7, along with all
those other things I haven't a clue how to address yet.  Hopefully
we'll come up with solutions as we try out various keymap ideas.

 I think dropping the number keys is a really bad idea unless you come
 up with something really great to replace it!

Oh, don't get me wrong, my numerical keypad is a cornerstone of my
blender use.  But if we can find a reasonable way to accomplish the
same things without it, I think we should go for it.  And even if we
do, we can still leave the numpad as-is for those who do have a
numpad.

--Nathan


On Fri, Apr 6, 2012 at 12:16 AM, Knapp magick.c...@gmail.com wrote:
 On Fri, Apr 6, 2012 at 9:05 AM, metalliandy
 metalliandy...@googlemail.com wrote:
 Sounds like a good idea :)
 Might also be an idea to keep the current keymap, if the changes are
 integrated etc., in a Blender Classic preset, so that people who like
 the current set up can still get to use them.

 Yes, I was about to post the same thing. New and classic keyboards are a must.

 Also as a Dvorak keyboard users, I always feel left out. I switch to
 QWERTY just for blender use.
 I think dropping the number keys is a really bad idea unless you come
 up with something really great to replace it!

 Laptop users can always buy a plug in keyboard if they must use
 laptops for work. Also as a person working on backs and necks all day,
 I must say that using a Laptop full time is really a dumb idea!


 --
 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

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

2012-04-06 Thread Campbell Barton
+1,

Nathan, you can start working on this immediately in contrib if you like.
From trunk this DIR us used for keymap files but as with any other
contrib script - it wont be included in release, which is a good think
seeing as we're in feature freeze ATM.

The keymap can be committed to:
./release/scripts/addons_contrib/presets/keyconfig/

On Fri, Apr 6, 2012 at 5:35 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Also as a Dvorak keyboard users, I always feel left out. I switch to
 QWERTY just for blender use.

 Ah, indeed!  This should be filed under principle 7, along with all
 those other things I haven't a clue how to address yet.  Hopefully
 we'll come up with solutions as we try out various keymap ideas.

 I think dropping the number keys is a really bad idea unless you come
 up with something really great to replace it!

 Oh, don't get me wrong, my numerical keypad is a cornerstone of my
 blender use.  But if we can find a reasonable way to accomplish the
 same things without it, I think we should go for it.  And even if we
 do, we can still leave the numpad as-is for those who do have a
 numpad.

 --Nathan


 On Fri, Apr 6, 2012 at 12:16 AM, Knapp magick.c...@gmail.com wrote:
 On Fri, Apr 6, 2012 at 9:05 AM, metalliandy
 metalliandy...@googlemail.com wrote:
 Sounds like a good idea :)
 Might also be an idea to keep the current keymap, if the changes are
 integrated etc., in a Blender Classic preset, so that people who like
 the current set up can still get to use them.

 Yes, I was about to post the same thing. New and classic keyboards are a 
 must.

 Also as a Dvorak keyboard users, I always feel left out. I switch to
 QWERTY just for blender use.
 I think dropping the number keys is a really bad idea unless you come
 up with something really great to replace it!

 Laptop users can always buy a plug in keyboard if they must use
 laptops for work. Also as a person working on backs and necks all day,
 I must say that using a Laptop full time is really a dumb idea!


 --
 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] Improving Blender's keymap: a proposal

2012-04-06 Thread Remigiusz Fiedler
 Here are some (proposed) principles for designing the keymap (the
 order has nothing to do with importance):
 --Nathan
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+1 for all of these principles.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Przemyslaw Golab
== Principle 8 ==

Key-map everything. There are many operators that don't have any key-map.
Users have to manually create key-slot for it and configure it and it is
not so easy and takes some time.
Users should have some key-map for everything so they could just easily
edit it if needed.

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

2012-04-06 Thread Nathan Vegdahl
Thanks Campbell!

I attempted to commit what I have so far, but SVN gave me this error:
svn: Commit failed (details follow):
svn: Server sent unexpected return value (405 Method Not Allowed) in
response to MKCOL request for
'/svnroot/bf-extensions/!svn/wrk/1c506060-ffef-45df-99b1-68315534/contrib/py/scripts/addons/presets/keyconfig'

Do I not have permission to commit in addons_contrib?  Or is it something else?

--Nathan


On Fri, Apr 6, 2012 at 12:44 AM, Campbell Barton ideasma...@gmail.com wrote:
 +1,

 Nathan, you can start working on this immediately in contrib if you like.
 From trunk this DIR us used for keymap files but as with any other
 contrib script - it wont be included in release, which is a good think
 seeing as we're in feature freeze ATM.

 The keymap can be committed to:
 ./release/scripts/addons_contrib/presets/keyconfig/

 On Fri, Apr 6, 2012 at 5:35 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Also as a Dvorak keyboard users, I always feel left out. I switch to
 QWERTY just for blender use.

 Ah, indeed!  This should be filed under principle 7, along with all
 those other things I haven't a clue how to address yet.  Hopefully
 we'll come up with solutions as we try out various keymap ideas.

 I think dropping the number keys is a really bad idea unless you come
 up with something really great to replace it!

 Oh, don't get me wrong, my numerical keypad is a cornerstone of my
 blender use.  But if we can find a reasonable way to accomplish the
 same things without it, I think we should go for it.  And even if we
 do, we can still leave the numpad as-is for those who do have a
 numpad.

 --Nathan


 On Fri, Apr 6, 2012 at 12:16 AM, Knapp magick.c...@gmail.com wrote:
 On Fri, Apr 6, 2012 at 9:05 AM, metalliandy
 metalliandy...@googlemail.com wrote:
 Sounds like a good idea :)
 Might also be an idea to keep the current keymap, if the changes are
 integrated etc., in a Blender Classic preset, so that people who like
 the current set up can still get to use them.

 Yes, I was about to post the same thing. New and classic keyboards are a 
 must.

 Also as a Dvorak keyboard users, I always feel left out. I switch to
 QWERTY just for blender use.
 I think dropping the number keys is a really bad idea unless you come
 up with something really great to replace it!

 Laptop users can always buy a plug in keyboard if they must use
 laptops for work. Also as a person working on backs and necks all day,
 I must say that using a Laptop full time is really a dumb idea!


 --
 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] Improving Blender's keymap: a proposal

2012-04-06 Thread Gianmichele Mariani
As much as I would love to have a keymap for everything, I think this is
really difficuly. There's just not enough room to still keep consistency
and all of those wonderful principles.

Also keep in mind that not all artists need to use the whole 100% of
Blender but only a subset of it for which I'm pretty sure they're going to
configure they own keymaps (my graph editor behaves in a way that would
probably make other users scream, but it's incredibly fast for me!)

Anyway, +1 to all of the above!

.Gian

On Fri, Apr 6, 2012 at 10:14 AM, Przemyslaw Golab gbird...@gmail.comwrote:

 == Principle 8 ==

 Key-map everything. There are many operators that don't have any key-map.
 Users have to manually create key-slot for it and configure it and it is
 not so easy and takes some time.
 Users should have some key-map for everything so they could just easily
 edit it if needed.

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

2012-04-06 Thread Campbell Barton
On Fri, Apr 6, 2012 at 7:14 PM, Przemyslaw Golab gbird...@gmail.com wrote:
 == Principle 8 ==

 Key-map everything. There are many operators that don't have any key-map.
 Users have to manually create key-slot for it and configure it and it is
 not so easy and takes some time.
 Users should have some key-map for everything so they could just easily
 edit it if needed.

Don't agree here, sometimes there are conflicts with mixed modes -
some tools are fairly obscure -
all we can do is our best to make good choices, but map everything is
a bit unrealistic - unless you accept many strange keymaps with
ctrl+alt+shift+fkeys... but dont think this helps with user
satisfaction/efficiency.

With any generic keymap there will always bee some specific use case
where someone wants to map some obscure tool to a key that doesn't
make sense for general usage, a new keymap can't solve that IMHO.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 There's just not enough room to still keep consistency
 and all of those wonderful principles.

No doubt!  I have no illusions that a perfect keymap is possible,
hitting all of these principles 100%.  With any problem this complex,
that's not going to happen.  You can't design roads to get everyone
everywhere in a straight line, either.  But you can do better than a
crazy confusing jungle of one-way streets and deadends.  Likewise, I
think we can make some significant improvements to Blender's keymap,
even if it can't reach a fictitious ideal state where every workflow
is perfectly efficient everywhere in Blender. :-)

 Also keep in mind that not all artists need to use the whole 100% of
 Blender but only a subset of it for which I'm pretty sure they're going to
 configure they own keymaps

Dunno, I think this depends on the user.  I use vanilla Blender for
all my work.  I used to do lots of customization on various softwares
I used, but eventually I realized that for me, personally, it's more
trouble than it's worth.  It's a pain to keep track of, for one thing,
and it makes it harder to sit down at someone else's computer and show
them how to do something.

But to each their own!  Nothing wrong with customizing if that's what
you prefer.  But I think an updated keymap is overdue for people like
me who prefer to stick with vanilla Blender.

--Nathan


On Fri, Apr 6, 2012 at 2:35 AM, Gianmichele Mariani
g.mari...@liquidnet.it wrote:
 As much as I would love to have a keymap for everything, I think this is
 really difficuly. There's just not enough room to still keep consistency
 and all of those wonderful principles.

 Also keep in mind that not all artists need to use the whole 100% of
 Blender but only a subset of it for which I'm pretty sure they're going to
 configure they own keymaps (my graph editor behaves in a way that would
 probably make other users scream, but it's incredibly fast for me!)

 Anyway, +1 to all of the above!

 .Gian

 On Fri, Apr 6, 2012 at 10:14 AM, Przemyslaw Golab gbird...@gmail.comwrote:

 == Principle 8 ==

 Key-map everything. There are many operators that don't have any key-map.
 Users have to manually create key-slot for it and configure it and it is
 not so easy and takes some time.
 Users should have some key-map for everything so they could just easily
 edit it if needed.

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

2012-04-06 Thread Nathan Vegdahl
Agreed, Campbell.  Principle 8 really ought to be:

There is no such thing as a perfect keymap.  We _will_ be making
compromises, and not everyone is going to be perfectly happy.

--Nathan


On Fri, Apr 6, 2012 at 2:48 AM, Campbell Barton ideasma...@gmail.com wrote:
 On Fri, Apr 6, 2012 at 7:14 PM, Przemyslaw Golab gbird...@gmail.com wrote:
 == Principle 8 ==

 Key-map everything. There are many operators that don't have any key-map.
 Users have to manually create key-slot for it and configure it and it is
 not so easy and takes some time.
 Users should have some key-map for everything so they could just easily
 edit it if needed.

 Don't agree here, sometimes there are conflicts with mixed modes -
 some tools are fairly obscure -
 all we can do is our best to make good choices, but map everything is
 a bit unrealistic - unless you accept many strange keymaps with
 ctrl+alt+shift+fkeys... but dont think this helps with user
 satisfaction/efficiency.

 With any generic keymap there will always bee some specific use case
 where someone wants to map some obscure tool to a key that doesn't
 make sense for general usage, a new keymap can't solve that IMHO.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Przemyslaw Golab
Yes but the problem is the creations of keyslot, creating new keyslot for
operator that doesn't have one is not easy and fast.

You have to  find it (learn that it doesn't exists)  create one (learn
how)  and edit it. Not just, find it  edit it how you like.

W dniu 6 kwietnia 2012 11:35 użytkownik Gianmichele Mariani 
g.mari...@liquidnet.it napisał:

 As much as I would love to have a keymap for everything, I think this is
 really difficuly. There's just not enough room to still keep consistency
 and all of those wonderful principles.

 Also keep in mind that not all artists need to use the whole 100% of
 Blender but only a subset of it for which I'm pretty sure they're going to
 configure they own keymaps (my graph editor behaves in a way that would
 probably make other users scream, but it's incredibly fast for me!)

 Anyway, +1 to all of the above!

 .Gian



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

2012-04-06 Thread Przemyslaw Golab
Hmm, maybe something different about my #8 rule.

Everything haves a slot, event if it not assigned to key. Then if someone
wants a hot key for this function, he only add what key he want.

How about this approach?

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

2012-04-06 Thread Campbell Barton
2012/4/6 Przemyslaw Golab gbird...@gmail.com:
 Yes but the problem is the creations of keyslot, creating new keyslot for
 operator that doesn't have one is not easy and fast.

 You have to  find it (learn that it doesn't exists)  create one (learn
 how)  and edit it. Not just, find it  edit it how you like.

Then it should be made east  fast.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
Just committed the first version of the new keymap.  Or perhaps I
should say pre-version.  It's not much yet.

The main change of interest that I've made is how mode-switching
works.  A toggle mentality really doesn't work anymore, since e.g.
mesh objects have numerous modes.  I'm experimenting with alternative
ways to do mode switching.  Right now it works by pressing the
space-bar, and a menu of available modes pops up.  You can use the
number keys to select.  So spacebar-1 is object mode, spacebar-2 is
edit mode, etc.  It takes a little getting used to, but is quite fast.

I'm thinking that the spacebar, being the largest key on the keyboard,
can be a sort of hub for managing context, such as mode switching.
It remains to be seen how effective that will be in parts of Blender
other than the 3d view.

Incidentally, since the spacebar is now the mode-switching key, I've
moved the operator search menu to the tab key.

--Nathan


On Fri, Apr 6, 2012 at 3:04 AM, Campbell Barton ideasma...@gmail.com wrote:
 2012/4/6 Przemyslaw Golab gbird...@gmail.com:
 Yes but the problem is the creations of keyslot, creating new keyslot for
 operator that doesn't have one is not easy and fast.

 You have to  find it (learn that it doesn't exists)  create one (learn
 how)  and edit it. Not just, find it  edit it how you like.

 Then it should be made east  fast.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Gianmichele Mariani
On Fri, Apr 6, 2012 at 11:04 AM, Campbell Barton ideasma...@gmail.comwrote:

 2012/4/6 Przemyslaw Golab gbird...@gmail.com:
  Yes but the problem is the creations of keyslot, creating new keyslot for
  operator that doesn't have one is not easy and fast.
 
  You have to  find it (learn that it doesn't exists)  create one (learn
  how)  and edit it. Not just, find it  edit it how you like.


My workflow usually dictates what has a keymap and what not. If I find that
I use a tool a lot and I still need to navigate menus or toolbars to access
it, then I simply and a key to it (most of the time removing something that
I don't use at all). This is true in every software I have used.
But this is up to the user I guess.

@Nathan: totally agree. My comment was referred to having a key for every
tool Oo. Can't wait to see what the result is going to be :D
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Campbell Barton
Incidentally - the underline keys in the menu can also be used as
shortcuts, so..
Space, E (Edit mode)
Space, O (Object mode)

On Fri, Apr 6, 2012 at 8:17 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Just committed the first version of the new keymap.  Or perhaps I
 should say pre-version.  It's not much yet.

 The main change of interest that I've made is how mode-switching
 works.  A toggle mentality really doesn't work anymore, since e.g.
 mesh objects have numerous modes.  I'm experimenting with alternative
 ways to do mode switching.  Right now it works by pressing the
 space-bar, and a menu of available modes pops up.  You can use the
 number keys to select.  So spacebar-1 is object mode, spacebar-2 is
 edit mode, etc.  It takes a little getting used to, but is quite fast.

 I'm thinking that the spacebar, being the largest key on the keyboard,
 can be a sort of hub for managing context, such as mode switching.
 It remains to be seen how effective that will be in parts of Blender
 other than the 3d view.

 Incidentally, since the spacebar is now the mode-switching key, I've
 moved the operator search menu to the tab key.

 --Nathan


 On Fri, Apr 6, 2012 at 3:04 AM, Campbell Barton ideasma...@gmail.com wrote:
 2012/4/6 Przemyslaw Golab gbird...@gmail.com:
 Yes but the problem is the creations of keyslot, creating new keyslot for
 operator that doesn't have one is not easy and fast.

 You have to  find it (learn that it doesn't exists)  create one (learn
 how)  and edit it. Not just, find it  edit it how you like.

 Then it should be made east  fast.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Knapp
A basic idea is to find what is used most often and then make those
keys the most easy to type, remembering the rule of one hand on the
mouse at all times.

Finding the most used commands might be done by writing a recorder
that is mode aware and then letting a large group of pros/advanced
users use it. Once you get the data then you have a great starting
place when it comes to deciding what is important and often used VS
commands that are almost never used.

Also keys with mnemonics are good. G=Grab etc.

Really odd commands that are seldom used with hotkeys like
alt-ctrl-shift B, are almost useless. You forget them, if you even do
know when and why to use them.

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

2012-04-06 Thread Eugene Minov
Hi!

By the way. I have one most used command I use in edit mode.
I wanted to propose to create a hot key by default for Limit selection to
visible button, that
lay right aside the (vert/edge/face) buttons.
Usually I bind it to Q key and I use that function very often
when I edit meshes, and I think other people do too.

Also +1 for all the principles! :)

On Fri, Apr 6, 2012 at 3:12 PM, Knapp magick.c...@gmail.com wrote:

 A basic idea is to find what is used most often and then make those
 keys the most easy to type, remembering the rule of one hand on the
 mouse at all times.

 Finding the most used commands might be done by writing a recorder
 that is mode aware and then letting a large group of pros/advanced
 users use it. Once you get the data then you have a great starting
 place when it comes to deciding what is important and often used VS
 commands that are almost never used.

 Also keys with mnemonics are good. G=Grab etc.

 Really odd commands that are seldom used with hotkeys like
 alt-ctrl-shift B, are almost useless. You forget them, if you even do
 know when and why to use them.

 --
 Douglas E Knapp

 Creative Commons Film Group, Helping people make open source movies
 with open source software!
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Przemyslaw Golab
Campbell Barton

Then it should be made east  fast.


Hehe, good point. :)

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

2012-04-06 Thread Sean Olson
I would like to get involved in this too - is there a wiki page or IRC
channel we can use to kick around ideas?  I can see this topic becoming
really long winded for the mailing list.

-Sean

On Fri, Apr 6, 2012 at 7:14 AM, Przemyslaw Golab gbird...@gmail.com wrote:

 Campbell Barton

 Then it should be made east  fast.
 

 Hehe, good point. :)

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

2012-04-06 Thread Mike Belanger
Inspiring.  In particular, this is what caught my eye:

On 2012-04-05, at 11:30 PM, Nathan Vegdahl wrote:

 (When I say keymap in this email, I mean to include the mouse as
 well.  Basically, key/mouse-map.)
 
 == Principle 5 ==
 Consistency with other software.  Tautology: unless there are good
 reasons to not adhere to an existing ubiquitous UI standard, then
 there is no good reason to not adhere to an existing ubiquitous UI
 standard.
 
 Lastly: process.  A keymap can be great in theory, but suck in
 practice.  So I would like to err on the side of try things out
 rather than discussion.  Discussion is still important, of course!
 Especially for figuring out guidelines for the future.  But the
 discussion should, as much as possible, be based around seeing what
 works and what doesn't.  Let's treat keymaps as cheap, and not be shy
 about trying things out and throwing them away.
 
Those things said - I've been trying LMB-select for a couple of years.  I 
have to say, I much prefer it, as LMB for select is ubiquitous in virtually all 
other pieces of software I use.

Dare I suggest you try this out as well Nathan?
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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 Harley Acheson
  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] 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] Improving Blender's keymap: a proposal

2012-04-06 Thread Mike Erwin
 Related to this is differences in keyboard layouts.  Many laptops do
 not have numeric keypads, and yet people are more and more frequently
 using laptops for serious graphics work.  There are also differences
 in keyboard layouts between countries.

 Also: number of mouse buttons?  People using tablets? Etc.

At a recent blender user group, about 12 people brought laptops, and
4-5 of them had USB keypads dangling off the side. For me, the user
pref to remap the top number keys is nice in a pinch, but plugging in
a full external keyboard is even nicer. No suprise here.

One unexpected benefit of the nicer 3D mice is that their buttons
elminate the need for a numpad. On a desktop this is a neat trick, but
on a laptop it changes everything. I'm shopping for a nice keyboard
for my desktop, and am drawn more and more to the tenkeyless models.
Paired with a SpaceExplorer, it's never a problem. And with a narrower
keyboard, there's room for everything on a keyboard drawer!

When using a tablet, the drag-to-move default behavior is never what I
want or expect. I end up turning off several keymap items like this.

Instead of a one-size-fits-all keymap, why can't we have it grow or
shrink based on what devices a person is actually using? Might be
better as a keymap-gen script outside blender, to keep things simple.
Input: I have a US keyboard layout without numpad, an Inutos4M, and a
SpaceMousePro Output: a default keymap for exactly that hardware.

Also, how about an interface that answers what is mapped to XYZ in
edit mode? That would help avoid conflicts.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 Finding the most used commands might be done by writing a recorder
 that is mode aware and then letting a large group of pros/advanced
 users use it. Once you get the data then you have a great starting
 place when it comes to deciding what is important and often used VS
 commands that are almost never used.

This is an excellent idea!  Anyone up for writing a keystroke logging
script?  Then we can distribute it to volunteers.

--Nathan


On Fri, Apr 6, 2012 at 5:12 AM, Knapp magick.c...@gmail.com wrote:
 A basic idea is to find what is used most often and then make those
 keys the most easy to type, remembering the rule of one hand on the
 mouse at all times.

 Finding the most used commands might be done by writing a recorder
 that is mode aware and then letting a large group of pros/advanced
 users use it. Once you get the data then you have a great starting
 place when it comes to deciding what is important and often used VS
 commands that are almost never used.

 Also keys with mnemonics are good. G=Grab etc.

 Really odd commands that are seldom used with hotkeys like
 alt-ctrl-shift B, are almost useless. You forget them, if you even do
 know when and why to use them.

 --
 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] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 @Nathan: totally agree. My comment was referred to having a key for every
 tool Oo.

Oh, I see!  Ha ha, I totally misunderstood.  I agree.

--Nathan


On Fri, Apr 6, 2012 at 3:26 AM, Gianmichele Mariani
g.mari...@liquidnet.it wrote:
 On Fri, Apr 6, 2012 at 11:04 AM, Campbell Barton ideasma...@gmail.comwrote:

 2012/4/6 Przemyslaw Golab gbird...@gmail.com:
  Yes but the problem is the creations of keyslot, creating new keyslot for
  operator that doesn't have one is not easy and fast.
 
  You have to  find it (learn that it doesn't exists)  create one (learn
  how)  and edit it. Not just, find it  edit it how you like.


 My workflow usually dictates what has a keymap and what not. If I find that
 I use a tool a lot and I still need to navigate menus or toolbars to access
 it, then I simply and a key to it (most of the time removing something that
 I don't use at all). This is true in every software I have used.
 But this is up to the user I guess.

 @Nathan: totally agree. My comment was referred to having a key for every
 tool Oo. Can't wait to see what the result is going to be :D
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Mike Belanger
Inspiring.  In particular, this is what caught my eye:

On 2012-04-05, at 11:30 PM, Nathan Vegdahl wrote:

 (When I say keymap in this email, I mean to include the mouse as
 well.  Basically, key/mouse-map.)
 
 == Principle 5 ==
 Consistency with other software.  Tautology: unless there are good
 reasons to not adhere to an existing ubiquitous UI standard, then
 there is no good reason to not adhere to an existing ubiquitous UI
 standard.
 
 Lastly: process.  A keymap can be great in theory, but suck in
 practice.  So I would like to err on the side of try things out
 rather than discussion.  Discussion is still important, of course!
 Especially for figuring out guidelines for the future.  But the
 discussion should, as much as possible, be based around seeing what
 works and what doesn't.  Let's treat keymaps as cheap, and not be shy
 about trying things out and throwing them away.
 
Those things said - I've been trying LMB-select for a couple of years.  I 
have to say, I much prefer it, as LMB for select is ubiquitous in virtually all 
other pieces of software I use.

Dare I suggest you try this out as well Nathan?
On 2012-04-06, at 4:15 PM, Knapp wrote:

 Mike Erwin;
 Instead of a one-size-fits-all keymap, why can't we have it grow or
 shrink based on what devices a person is actually using? Might be
 better as a keymap-gen script outside blender, to keep things simple.
 Input: I have a US keyboard layout without numpad, an Inutos4M, and a
 SpaceMousePro Output: a default keymap for exactly that hardware.
 
 I LOVE THIS IDEA!!
 It makes total sense to have blender be hardware aware or at least keyboard.
 I would love to have a map for Dvorak that is well designed (fat
 chance right?) but Chinese might have very different ideas about what
 is good and also have the users to support it. I think if combined
 with good data about users and how they use blender, the job might not
 even be all that hard to do.
 
 
 BTW there is still a strangeness to how it tells what keyboard to use
 in KDE. It does not use the current keyboard but instead the one at
 the top of the list of possible keyboards in the keyboard picker
 setup. It took me a long time to figure this out but now all is good
 because I put the USA Keyboard on top. It used to have USA Keyboard in
 some places and Dvorak in others within Blender.
 
 
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Sanne
On Friday 06 April 2012, Nathan Vegdahl wrote:
 The other thing I'd like to try out is just assigning the
 vert/edge/face modes to 1/2/3.

Just some feedback on this: I'm using exactly this setting for some time now, 
and it's far better for me than the default, especially because, as you said, 
switching is done very often while modelling.

I found that I'm switching more often to the setting that is most appropriate 
for the current modelling task, while with the default setting I tend to 
avoid switching because it's just a bit too fiddly.

Sanne

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

2012-04-06 Thread Nathan Vegdahl
Started a wikipage under my user page for now:
http://wiki.blender.org/index.php/User:Cessen/New_Keymap

--Nathan


On Fri, Apr 6, 2012 at 12:51 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Excellent point.  I'll create a wiki page.

 Campbell: is there a particular place on the wiki that something like
 this should go?  I'm looking at the guidelines, and it's not entirely
 obvious to me where this would fit.  Maybe just under my user page...?

 It also may be a good idea to simply move this discussion to the
 functionality board list.

 --Nathan


 On Fri, Apr 6, 2012 at 9:00 AM, Sean Olson seanol...@gmail.com wrote:
 I would like to get involved in this too - is there a wiki page or IRC
 channel we can use to kick around ideas?  I can see this topic becoming
 really long winded for the mailing list.

 -Sean

 On Fri, Apr 6, 2012 at 7:14 AM, Przemyslaw Golab gbird...@gmail.com wrote:

 Campbell Barton

 Then it should be made east  fast.
 

 Hehe, good point. :)

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

2012-04-06 Thread Nathan Vegdahl
 Those things said - I've been trying LMB-select for a couple of years.  I
 have to say, I much prefer it, as LMB for select is ubiquitous in virtually
 all other pieces of software I use.

 Dare I suggest you try this out as well Nathan?

Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
 Unless there are some strong arguments against, it seems like it's
high time to join the rest of the world on this.  And I say this as
someone that is extremely used to RMB-select in Blender.

--Nathan


On Fri, Apr 6, 2012 at 10:24 AM, Mike Belanger
mikejamesbelan...@gmail.com wrote:
 Inspiring.  In particular, this is what caught my eye:

 On 2012-04-05, at 11:30 PM, Nathan Vegdahl wrote:

 (When I say keymap in this email, I mean to include the mouse as
 well.  Basically, key/mouse-map.)

 == Principle 5 ==
 Consistency with other software.  Tautology: unless there are good
 reasons to not adhere to an existing ubiquitous UI standard, then
 there is no good reason to not adhere to an existing ubiquitous UI
 standard.

 Lastly: process.  A keymap can be great in theory, but suck in
 practice.  So I would like to err on the side of try things out
 rather than discussion.  Discussion is still important, of course!
 Especially for figuring out guidelines for the future.  But the
 discussion should, as much as possible, be based around seeing what
 works and what doesn't.  Let's treat keymaps as cheap, and not be shy
 about trying things out and throwing them away.

 Those things said - I've been trying LMB-select for a couple of years.  I 
 have to say, I much prefer it, as LMB for select is ubiquitous in virtually 
 all other pieces of software I use.

 Dare I suggest you try this out as well Nathan?
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Knapp
On Fri, Apr 6, 2012 at 11:21 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Those things said - I've been trying LMB-select for a couple of years.  I
 have to say, I much prefer it, as LMB for select is ubiquitous in virtually
 all other pieces of software I use.

 Dare I suggest you try this out as well Nathan?

 Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
  Unless there are some strong arguments against, it seems like it's
 high time to join the rest of the world on this.  And I say this as
 someone that is extremely used to RMB-select in Blender.

 --Nathan

I agree with this but I was about to try doing just this when someone
on IRC warned me off of it saying it messes up to much in Blender. Was
this just BS, or is there some truth to it?


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

2012-04-06 Thread Nathan Vegdahl
 I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?

That's based on the option in the user preferences.  It may be true,
I'm not sure.  In our case, though, we're creating an entire new input
map, so there's no reason it needs to be an issue.

--Nathan

On Fri, Apr 6, 2012 at 2:26 PM, Knapp magick.c...@gmail.com wrote:
 On Fri, Apr 6, 2012 at 11:21 PM, Nathan Vegdahl ces...@cessen.com wrote:
 Those things said - I've been trying LMB-select for a couple of years.  I
 have to say, I much prefer it, as LMB for select is ubiquitous in virtually
 all other pieces of software I use.

 Dare I suggest you try this out as well Nathan?

 Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
  Unless there are some strong arguments against, it seems like it's
 high time to join the rest of the world on this.  And I say this as
 someone that is extremely used to RMB-select in Blender.

 --Nathan

 I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?


 --
 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!

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

2012-04-06 Thread CG Cookie
Pitching in on the sub-modes discussion; I feel submodes should be exactly 
that. They should not be listed in the normal Modes menu with 
Object/Edit/Weight/etc or else that menu will become too large. I think using 
1/2/3 within Edit Mode, and other modes makes the most sense. It's very easy to 
reach with the left hand and it is not tied to anything else unless using 
emulate numpad while in Edit Mode.  

-- 
Jonathan Williamson

Instructor - http://www.blendercookie.com (http://www.blendercookie.com/)
Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/)
Portfolio - http://www.jw3d.com (http://www.jw3d.com/)


On Friday, April 6, 2012 at 4:35 PM, Nathan Vegdahl wrote:

  I agree with this but I was about to try doing just this when someone
  on IRC warned me off of it saying it messes up to much in Blender. Was
  this just BS, or is there some truth to it?
  
 
 
 That's based on the option in the user preferences. It may be true,
 I'm not sure. In our case, though, we're creating an entire new input
 map, so there's no reason it needs to be an issue.
 
 --Nathan
 
 On Fri, Apr 6, 2012 at 2:26 PM, Knapp magick.c...@gmail.com 
 (mailto:magick.c...@gmail.com) wrote:
  On Fri, Apr 6, 2012 at 11:21 PM, Nathan Vegdahl ces...@cessen.com 
  (mailto:ces...@cessen.com) wrote:
Those things said - I've been trying LMB-select for a couple of 
years.  I
have to say, I much prefer it, as LMB for select is ubiquitous in 
virtually
all other pieces of software I use.

Dare I suggest you try this out as well Nathan?
   
   Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
Unless there are some strong arguments against, it seems like it's
   high time to join the rest of the world on this.  And I say this as
   someone that is extremely used to RMB-select in Blender.
   
   --Nathan
  
  I agree with this but I was about to try doing just this when someone
  on IRC warned me off of it saying it messes up to much in Blender. Was
  this just BS, or is there some truth to it?
  
  
  --
  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] Improving Blender's keymap: a proposal

2012-04-06 Thread Mike Belanger
The only mess-up I'm aware of is weight-painting mode.  Trying to select a new 
bone just paints.  But if you just hit Shift+LMB, you get a list of (hopefully) 
nicely labelled bones.  So it isn't that much of a mess-up.
 
 I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?
 
 
 -- 
 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] Improving Blender's keymap: a proposal

2012-04-06 Thread Fabio Massaioli


When I began to use Blender I chose to use LMB selection because I was 
accustomed to other applications. I had soon to switch back to RMB 
selection because left button functions overlapped with selection.
Now I think that RMB selection is the best choice and I'd like to use it 
also in other applications: I can't change selection accidentally and 
functions are distributed evenly among the two buttons.
Maybe you could solve LMB selection conflicts while keeping RMB selection 
and current mouse-button mapping fully functional.


Fabio Massaioli

On Fri, 6 Apr 2012, Nathan Vegdahl wrote:


I agree with this but I was about to try doing just this when someone
on IRC warned me off of it saying it messes up to much in Blender. Was
this just BS, or is there some truth to it?


That's based on the option in the user preferences.  It may be true,
I'm not sure.  In our case, though, we're creating an entire new input
map, so there's no reason it needs to be an issue.

--Nathan

On Fri, Apr 6, 2012 at 2:26 PM, Knapp magick.c...@gmail.com wrote:

On Fri, Apr 6, 2012 at 11:21 PM, Nathan Vegdahl ces...@cessen.com wrote:

Those things said - I've been trying LMB-select for a couple of years.  I
have to say, I much prefer it, as LMB for select is ubiquitous in virtually
all other pieces of software I use.

Dare I suggest you try this out as well Nathan?


Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
 Unless there are some strong arguments against, it seems like it's
high time to join the rest of the world on this.  And I say this as
someone that is extremely used to RMB-select in Blender.

--Nathan


I agree with this but I was about to try doing just this when someone
on IRC warned me off of it saying it messes up to much in Blender. Was
this just BS, or is there some truth to it?


--
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] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 The only mess-up I'm aware of is weight-painting mode.
 Trying to select a new bone just paints.

Hmm.  Yeah, this may be trickier than I thought.  Also consider
selecting faces/vertices for masking.

For people using mice, switching painting functionality to RMB will
work fine.  But for tablet users it's important for LMB to be paint,
since that's the one with pressure sensitivity.

Ideas?

--Nathan


On Fri, Apr 6, 2012 at 2:43 PM, Mike Belanger
mikejamesbelan...@gmail.com wrote:
 The only mess-up I'm aware of is weight-painting mode.  Trying to select a 
 new bone just paints.  But if you just hit Shift+LMB, you get a list of 
 (hopefully) nicely labelled bones.  So it isn't that much of a mess-up.

 I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?


 --
 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] Improving Blender's keymap: a proposal

2012-04-06 Thread CG Cookie
Since selecting bones in weight paint mode is a bit like a secondary action 
(with painting being the primary action), would it be obscene to change 
selection in this case to be CTRL + LMB? I realize that strays away from 
absolute consistency for selection, but I think it would be more strange and 
confusing to move paint to a different key/button.  

-- 
Jonathan Williamson

Instructor - http://www.blendercookie.com (http://www.blendercookie.com/)
Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/)
Portfolio - http://www.jw3d.com (http://www.jw3d.com/)


On Friday, April 6, 2012 at 5:46 PM, Nathan Vegdahl wrote:

  The only mess-up I'm aware of is weight-painting mode.
  Trying to select a new bone just paints.
  
 
 
 Hmm. Yeah, this may be trickier than I thought. Also consider
 selecting faces/vertices for masking.
 
 For people using mice, switching painting functionality to RMB will
 work fine. But for tablet users it's important for LMB to be paint,
 since that's the one with pressure sensitivity.
 
 Ideas?
 
 --Nathan
 
 
 On Fri, Apr 6, 2012 at 2:43 PM, Mike Belanger
 mikejamesbelan...@gmail.com (mailto:mikejamesbelan...@gmail.com) wrote:
  The only mess-up I'm aware of is weight-painting mode.  Trying to select a 
  new bone just paints.  But if you just hit Shift+LMB, you get a list of 
  (hopefully) nicely labelled bones.  So it isn't that much of a mess-up.
   
   I agree with this but I was about to try doing just this when someone
   on IRC warned me off of it saying it messes up to much in Blender. Was
   this just BS, or is there some truth to it?
   
   
   --
   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] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 Since selecting bones in weight paint mode is a bit like a
 secondary action (with painting being the primary action),
 would it be obscene to change selection in this case to
 be CTRL + LMB?

I think we need to take a broader look at selection first.  But using
one of the modifier keys to allow selection in paint modes is probably
not terrible, no.

--Nathan


On Fri, Apr 6, 2012 at 3:55 PM, CG Cookie jonat...@cgcookie.com wrote:
 Since selecting bones in weight paint mode is a bit like a secondary action 
 (with painting being the primary action), would it be obscene to change 
 selection in this case to be CTRL + LMB? I realize that strays away from 
 absolute consistency for selection, but I think it would be more strange and 
 confusing to move paint to a different key/button.

 --
 Jonathan Williamson

 Instructor - http://www.blendercookie.com (http://www.blendercookie.com/)
 Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/)
 Portfolio - http://www.jw3d.com (http://www.jw3d.com/)


 On Friday, April 6, 2012 at 5:46 PM, Nathan Vegdahl wrote:

  The only mess-up I'm aware of is weight-painting mode.
  Trying to select a new bone just paints.
 


 Hmm. Yeah, this may be trickier than I thought. Also consider
 selecting faces/vertices for masking.

 For people using mice, switching painting functionality to RMB will
 work fine. But for tablet users it's important for LMB to be paint,
 since that's the one with pressure sensitivity.

 Ideas?

 --Nathan


 On Fri, Apr 6, 2012 at 2:43 PM, Mike Belanger
 mikejamesbelan...@gmail.com (mailto:mikejamesbelan...@gmail.com) wrote:
  The only mess-up I'm aware of is weight-painting mode.  Trying to select a 
  new bone just paints.  But if you just hit Shift+LMB, you get a list of 
  (hopefully) nicely labelled bones.  So it isn't that much of a mess-up.
  
   I agree with this but I was about to try doing just this when someone
   on IRC warned me off of it saying it messes up to much in Blender. Was
   this just BS, or is there some truth to it?
  
  
   --
   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] Improving Blender's keymap: a proposal

2012-04-06 Thread Gianmichele Mariani
One of the problem is with the use of manipulators, which seem to have
precedence with LMB action over viewport movement

On Fri, Apr 6, 2012 at 10:51 PM, Fabio Massaioli 
fabio.massai...@virgilio.it wrote:


 When I began to use Blender I chose to use LMB selection because I was
 accustomed to other applications. I had soon to switch back to RMB
 selection because left button functions overlapped with selection.
 Now I think that RMB selection is the best choice and I'd like to use it
 also in other applications: I can't change selection accidentally and
 functions are distributed evenly among the two buttons.
 Maybe you could solve LMB selection conflicts while keeping RMB selection
 and current mouse-button mapping fully functional.

 Fabio Massaioli


 On Fri, 6 Apr 2012, Nathan Vegdahl wrote:

  I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?


 That's based on the option in the user preferences.  It may be true,
 I'm not sure.  In our case, though, we're creating an entire new input
 map, so there's no reason it needs to be an issue.

 --Nathan

 On Fri, Apr 6, 2012 at 2:26 PM, Knapp magick.c...@gmail.com wrote:

 On Fri, Apr 6, 2012 at 11:21 PM, Nathan Vegdahl ces...@cessen.com
 wrote:

 Those things said - I've been trying LMB-select for a couple of
 years.  I
 have to say, I much prefer it, as LMB for select is ubiquitous in
 virtually
 all other pieces of software I use.

 Dare I suggest you try this out as well Nathan?


 Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
  Unless there are some strong arguments against, it seems like it's
 high time to join the rest of the world on this.  And I say this as
 someone that is extremely used to RMB-select in Blender.

 --Nathan


 I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?


 --
 Douglas E Knapp

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

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

 Open Source Sci-Fi mmoRPG Game project.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
Everyone:
In order to avoid cluttering the development mailing list, I'm moving
to the functionality board mailing list for further discussion.  There
we can break this up into other topics, with different threads for
each.  Please follow me there if you would like to continue
participating! :-)

You can join the functionality board list here:
http://lists.blender.org/mailman/listinfo/bf-funboard

--Nathan


On Thu, Apr 5, 2012 at 8:30 PM, Nathan Vegdahl ces...@cessen.com wrote:
 (When I say keymap in this email, I mean to include the mouse as
 well.  Basically, key/mouse-map.)

 A great deal of things about Blender were improved with the 2.5
 project, but the keymap is still more-or-less the same as it was in
 the 2.4x days.  This keymap has built up over the years, with new
 functionality being crammed into the ever dwindling unused hotkey
 combinations in a somewhat haphazard way.  The result is a keymap
 that, while capable, isn't nearly as efficient as it could be.

 I propose to start developing a new keymap for Blender.  The goal will
 be to update the keymap to optimize for current typical usage, and to
 develop some guidelines and principles that will help the keymap grow
 in a reasonable way in the future.  It's impossible to make anything
 _completely_ future proof, but let's aim for a keymap that will
 hopefully be sufficient for the next, say, 7-10 years (if we're not
 all using dynamic multi-touch computers by then!).

 I think we should also keep in mind future UI developments.  For
 example, it sounds like there is still an interest in adding pie menus
 to Blender.  So to whatever extent we can design the key map to be
 ready to take advantage of pie menus when we get them, but without
 compromising usability right now, we should probably do so.

 Here are some (proposed) principles for designing the keymap (the
 order has nothing to do with importance):

 == Principle 0 ==
 No principle is sacred.  Including this one.  Every rule has a time
 and place to be broken, and we shouldn't be dogmatic about things.  We
 should instead be practical and have real user experience guide
 things.

 == Principle 1 ==
 One thing that Blender's keymap already does well is consistency
 across different areas and modes of Blender.  The quintessential
 example of this is the G, R, and S hot keys for grabbing, rotating,
 and scaling selections.  No matter what part of Blender you are using,
 if those concepts apply at all, then those hot keys are what you use
 to do them.

 That kind of consistency helps users switch between different areas
 and modes of Blender without having to think about it.  I think this
 is very important, and we should seek to preserve and even expand upon
 this.

 == Principle 2 ==
 Most-used functionality should have prime real-estate on the keyboard.
  The more often a tool is used, the less acceptable it is for its
 hotkey to involve five modifier keys, three repeat key presses, and a
 complex mouse gesture.  Ideally the most-used functionality of Blender
 should be a single key-press away.

 == Principle 3 ==
 Hand-strain is bad.  Hotkey combinations that are uncomfortable for
 the human hand should be avoided.

 == Principle 4 ==
 Confusion is bad.  Hotkey/mouse/whatever combinations that frequently
 cause confusion should be avoided.

 A good example of this are the current hot keys for object mode
 switching.  I've been using Blender for years, and I've been doing
 serious rigging ever since BBB, and I _still_ get confused switching
 between object/edit/pose mode with armatures (I'm in pose mode right
 now... if I hit tab, will that take me into edit mode, or exit into
 object mode...?  Okay, it put me in edit mode.  What if I hit tab now?
  Will it take me back to pose mode, or exit into object mode...?
 Gah!).

 == Principle 5 ==
 Consistency with other software.  Tautology: unless there are good
 reasons to not adhere to an existing ubiquitous UI standard, then
 there is no good reason to not adhere to an existing ubiquitous UI
 standard.

 We can deal with this on a case-by-case basis.  There are plenty of
 cases where there are good reasons to be different.  But in some cases
 there aren't.  In the latter cases, we should pull from existing
 standards to avoid unneccesary mental mode switching when users
 switch between Blender and other software (including, e.g., their
 operating system).

 This also applies to not changing things in the keymap just for the
 sake of changing them.  We should try to be consistent with Blender's
 old keymap where reasonable as well.

 == Principle 6 ==
 Muscle memory.  The more the keymap can take advantage of people's
 muscle memory to speed up workflow, the better.

 == Principle 7 ==
 For common OS's (Windows, OSX, popular linux desktop environments) we
 should seek to avoid hotkey conflicts.  For example, we should
 probably avoid using ctrl-alt-delete as a hotkey, due to Windows.  And
 OSX makes heavy use of the function keys for OS 

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

2012-04-06 Thread Nathan Vegdahl
Easy fix.  Just tried it out.  All we need to do is switch selection
to be done with click (mouse down + mouse up) instead of just
press (mouse down).

In general, though, I feel like manipulators are a neglected part of
blender.  Will address at some point over on the funboard list.

--Nathan


On Fri, Apr 6, 2012 at 4:10 PM, Gianmichele Mariani
g.mari...@liquidnet.it wrote:
 One of the problem is with the use of manipulators, which seem to have
 precedence with LMB action over viewport movement

 On Fri, Apr 6, 2012 at 10:51 PM, Fabio Massaioli 
 fabio.massai...@virgilio.it wrote:


 When I began to use Blender I chose to use LMB selection because I was
 accustomed to other applications. I had soon to switch back to RMB
 selection because left button functions overlapped with selection.
 Now I think that RMB selection is the best choice and I'd like to use it
 also in other applications: I can't change selection accidentally and
 functions are distributed evenly among the two buttons.
 Maybe you could solve LMB selection conflicts while keeping RMB selection
 and current mouse-button mapping fully functional.

 Fabio Massaioli


 On Fri, 6 Apr 2012, Nathan Vegdahl wrote:

  I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?


 That's based on the option in the user preferences.  It may be true,
 I'm not sure.  In our case, though, we're creating an entire new input
 map, so there's no reason it needs to be an issue.

 --Nathan

 On Fri, Apr 6, 2012 at 2:26 PM, Knapp magick.c...@gmail.com wrote:

 On Fri, Apr 6, 2012 at 11:21 PM, Nathan Vegdahl ces...@cessen.com
 wrote:

 Those things said - I've been trying LMB-select for a couple of
 years.  I
 have to say, I much prefer it, as LMB for select is ubiquitous in
 virtually
 all other pieces of software I use.

 Dare I suggest you try this out as well Nathan?


 Yup!  I'm kind of assuming that we'll switch to LMB-select as default.
  Unless there are some strong arguments against, it seems like it's
 high time to join the rest of the world on this.  And I say this as
 someone that is extremely used to RMB-select in Blender.

 --Nathan


 I agree with this but I was about to try doing just this when someone
 on IRC warned me off of it saying it messes up to much in Blender. Was
 this just BS, or is there some truth to it?


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

2012-04-06 Thread Mike Erwin
 For people using mice, switching painting functionality to RMB will
 work fine.  But for tablet users it's important for LMB to be paint,
 since that's the one with pressure sensitivity.

 --Nathan

All buttons of the pen should already be pressure sensitive, whether
or not the sideswitch is used to make them MMB, RMB, or whatever. The
eraser end comes through as button 1 as well (LMB by default). Unless
you're talking about some strange hardware I haven't tested.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Nathan Vegdahl
 All buttons of the pen should already be pressure sensitive, whether
 or not the sideswitch is used to make them MMB, RMB, or whatever. The
 eraser end comes through as button 1 as well (LMB by default). Unless
 you're talking about some strange hardware I haven't tested.

For me:
Tap = LMB
Side-button-1 click = MMB
Side-button-2 click = RMB

I don't use the side buttons as modifiers, I use them as actual
buttons.  I thought this was standard?  I've never used a tablet any
other way, and I've never done any special configuration...?

Then again, I am on Linux.  So the default behavior may be different.

--Nathan


On Fri, Apr 6, 2012 at 4:32 PM, Mike Erwin significant@gmail.com wrote:
 For people using mice, switching painting functionality to RMB will
 work fine.  But for tablet users it's important for LMB to be paint,
 since that's the one with pressure sensitivity.

 --Nathan

 All buttons of the pen should already be pressure sensitive, whether
 or not the sideswitch is used to make them MMB, RMB, or whatever. The
 eraser end comes through as button 1 as well (LMB by default). Unless
 you're talking about some strange hardware I haven't tested.

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Mike Erwin
That's the way I have mine set up too. The Wacom defaults on
Mac/Windows are RMB and double-click, so you have to make a custom
profile for blender. I was just pointing out that they're all pressure
sensitive, not just LMB, and can be used for drawing.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire



 For me:
 Tap = LMB
 Side-button-1 click = MMB
 Side-button-2 click = RMB

 I don't use the side buttons as modifiers, I use them as actual
 buttons.  I thought this was standard?  I've never used a tablet any
 other way, and I've never done any special configuration...?

 Then again, I am on Linux.  So the default behavior may be different.

 --Nathan


 On Fri, Apr 6, 2012 at 4:32 PM, Mike Erwin significant@gmail.com wrote:
 For people using mice, switching painting functionality to RMB will
 work fine.  But for tablet users it's important for LMB to be paint,
 since that's the one with pressure sensitivity.

 --Nathan

 All buttons of the pen should already be pressure sensitive, whether
 or not the sideswitch is used to make them MMB, RMB, or whatever. The
 eraser end comes through as button 1 as well (LMB by default). Unless
 you're talking about some strange hardware I haven't tested.
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Re: [Bf-committers] Improving Blender's keymap: a proposal

2012-04-06 Thread Mike Erwin
 The side buttons are pressure sensitive...?

In a boolean sense, yes! But I meant once the pen makes contact with
the tablet surface while one of the side-buttons is held down.
Pressure = 0 while hovering.

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

2012-04-06 Thread Nathan Vegdahl
I feel like we are still miscommunicating.

It sounds like your setup is:
Stylus tip = LMB
Hold down side-button-1 + stylus tip = MMB
Hold down side-button-2 + stylus tip = RMB

In other words, you use the side buttons as _modifiers_ for the tip of
the stylus.  Holding them down changes the meaning of the tip.

Whereas my setup (and the default on Linux) is:
Stylus tip = LMB
Side-button-1 = MMB
Side-button-2 = RMB

The side buttons in this case are buttons unto themselves, they are
_not_ modifiers for the stylus tip.  All I do is click a side button,
and it acts as a mouse button click.  No need to tap the stylus tip to
the tablet at all.

Does that make sense?

So with the setup I use, MMB and RMB have no pressure sensitivity,
because they have absolutely nothing to do with the tip of the stylus
where the pressure sensitivity is.

--Nathan


On Fri, Apr 6, 2012 at 5:23 PM, Mike Erwin significant@gmail.com wrote:
 The side buttons are pressure sensitive...?

 In a boolean sense, yes! But I meant once the pen makes contact with
 the tablet surface while one of the side-buttons is held down.
 Pressure = 0 while hovering.

 Mike Erwin
 musician, naturalist, pixel pusher, hacker extraordinaire
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[Bf-committers] Improving Blender's keymap: a proposal

2012-04-05 Thread Nathan Vegdahl
(When I say keymap in this email, I mean to include the mouse as
well.  Basically, key/mouse-map.)

A great deal of things about Blender were improved with the 2.5
project, but the keymap is still more-or-less the same as it was in
the 2.4x days.  This keymap has built up over the years, with new
functionality being crammed into the ever dwindling unused hotkey
combinations in a somewhat haphazard way.  The result is a keymap
that, while capable, isn't nearly as efficient as it could be.

I propose to start developing a new keymap for Blender.  The goal will
be to update the keymap to optimize for current typical usage, and to
develop some guidelines and principles that will help the keymap grow
in a reasonable way in the future.  It's impossible to make anything
_completely_ future proof, but let's aim for a keymap that will
hopefully be sufficient for the next, say, 7-10 years (if we're not
all using dynamic multi-touch computers by then!).

I think we should also keep in mind future UI developments.  For
example, it sounds like there is still an interest in adding pie menus
to Blender.  So to whatever extent we can design the key map to be
ready to take advantage of pie menus when we get them, but without
compromising usability right now, we should probably do so.

Here are some (proposed) principles for designing the keymap (the
order has nothing to do with importance):

== Principle 0 ==
No principle is sacred.  Including this one.  Every rule has a time
and place to be broken, and we shouldn't be dogmatic about things.  We
should instead be practical and have real user experience guide
things.

== Principle 1 ==
One thing that Blender's keymap already does well is consistency
across different areas and modes of Blender.  The quintessential
example of this is the G, R, and S hot keys for grabbing, rotating,
and scaling selections.  No matter what part of Blender you are using,
if those concepts apply at all, then those hot keys are what you use
to do them.

That kind of consistency helps users switch between different areas
and modes of Blender without having to think about it.  I think this
is very important, and we should seek to preserve and even expand upon
this.

== Principle 2 ==
Most-used functionality should have prime real-estate on the keyboard.
 The more often a tool is used, the less acceptable it is for its
hotkey to involve five modifier keys, three repeat key presses, and a
complex mouse gesture.  Ideally the most-used functionality of Blender
should be a single key-press away.

== Principle 3 ==
Hand-strain is bad.  Hotkey combinations that are uncomfortable for
the human hand should be avoided.

== Principle 4 ==
Confusion is bad.  Hotkey/mouse/whatever combinations that frequently
cause confusion should be avoided.

A good example of this are the current hot keys for object mode
switching.  I've been using Blender for years, and I've been doing
serious rigging ever since BBB, and I _still_ get confused switching
between object/edit/pose mode with armatures (I'm in pose mode right
now... if I hit tab, will that take me into edit mode, or exit into
object mode...?  Okay, it put me in edit mode.  What if I hit tab now?
 Will it take me back to pose mode, or exit into object mode...?
Gah!).

== Principle 5 ==
Consistency with other software.  Tautology: unless there are good
reasons to not adhere to an existing ubiquitous UI standard, then
there is no good reason to not adhere to an existing ubiquitous UI
standard.

We can deal with this on a case-by-case basis.  There are plenty of
cases where there are good reasons to be different.  But in some cases
there aren't.  In the latter cases, we should pull from existing
standards to avoid unneccesary mental mode switching when users
switch between Blender and other software (including, e.g., their
operating system).

This also applies to not changing things in the keymap just for the
sake of changing them.  We should try to be consistent with Blender's
old keymap where reasonable as well.

== Principle 6 ==
Muscle memory.  The more the keymap can take advantage of people's
muscle memory to speed up workflow, the better.

== Principle 7 ==
For common OS's (Windows, OSX, popular linux desktop environments) we
should seek to avoid hotkey conflicts.  For example, we should
probably avoid using ctrl-alt-delete as a hotkey, due to Windows.  And
OSX makes heavy use of the function keys for OS functions.

Related to this is differences in keyboard layouts.  Many laptops do
not have numeric keypads, and yet people are more and more frequently
using laptops for serious graphics work.  There are also differences
in keyboard layouts between countries.

Also: number of mouse buttons?  People using tablets? Etc.

How to deal with all of this is not obvious to me.  We probably don't
want to end up with the least-common-denominator, either, because that
would be very limiting.  In any case, it's something we should keep in
mind as we proceed.




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

2012-04-05 Thread CG Cookie
A major +1 from me as well. If you'd like some help also I'm game to chip in to 
help develop the initial keymap.

Sent from my iPad

On Apr 5, 2012, at 11:10 PM, Damir Prebeg blend.fact...@gmail.com wrote:

 +1 for all of these principles. Especially for the Principle 0.
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