Re: [Bf-committers] blender UI state

2012-01-30 Thread Vilem Novak
I would like to thank everybody who contributed to the discussion, 
there's clearly visible interest in improving the UI,
 and I consider good proposals for the UI a valuable work for the community.
I apologize for not having really time until today to make myself a big picture,
 read all the mails in the thread and look into the proposals. 

Mindrones, thanks for taking up the task of ordering the ideas on the wiki, so 
much,
and  big thanks to Jorge Rodriguez!

I've also made a proposal some time ago, which is located here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI/December_2010_-_Vilem_Novak

It proposes some solutions for tabs, scrollability, last operator area, sroll 
areas and a bit more. 
But I saw some very similar ideas are allready on the wikipage you started, 
which made me really happy. 
I really like the problem - possible solutions approach.

Regarding UI decisions - I think there should be a board of advanced users who 
use blender everyday for production,
 who could be contacted by devs for specific questions on which solution of the 
problems to choose. 
 Why advanced users? Optimal workflow is much more important than first 
impression and is what 
makes a long time effect on the size of real user community. If you have a good 
first impression but in
 a few weeks you discover how many things are hard to reach, it's much worse 
than overcoming initial 
confusion with the help of good tutorials and then feel the bliss of having 
your work done effectively and fast. 

Also, the need to compress things together surprises me, as if somebody still 
would think all the blender data can fit in the 
screen. - Of course it can, but then everything can look like the super awesome 
layers button. (I hope the sarkasm is clear 
here). This button, Toggles instead of checkboxes, columns, compressed buttons 
with 2 letters on them - that is still old 
blender style. And as history showed, squishing something together just doesn't 
solve the problem...

So thanks, 
Vilem Novak
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Re: [Bf-committers] blender UI state

2012-01-29 Thread Nathan Vegdahl
 Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

And with good reason, IMO.  Check boxes' visual appearance directly
communicates that they are a boolean true/false thing.  Toggles do not
do this nearly as effectively, and can be confused with normal
buttons.

But if I can take a moment to be a bit meta: if anyone is under the
illusion that we can design a problem-free UI, they really ought to
exit this discussion immediately.  There is no such thing as an ideal
solution for Blender's UI (or any other complex problem, for that
matter).  There will always be _valid_ complaints about any proposal
that anyone makes.

This is not a matter of eliminating problems.  This is a matter of
choosing _which_ set of problems we're going to adopt and accept in
Blender's UI.  It's like UV unwrapping: we can minimize distortion to
a certain extent, but ultimately it's a matter of choosing which
distortions we consider least harmful.

I think framing this discussion in those terms might help things be
more productive.  An easy pattern to fall into otherwise is one where
someone makes a proposal, and someone else points out a problem with
it, and instead of that leading to a discussion of, Well, do we
consider that problem less bad than the problems that other
possibilities have? it leads to deadlock.  (There's also the matter
of subjectivity, different use-cases, etc., of course...)

There's always room for improvement, of course.  But let's please move
forward with the realization that you can't make a distortion-free
unwrap even of a simple sphere.  Even with infinite resources.  It's
all about trade-offs.

Personally, I think Matt and William did a good job in striking a
reasonable balance of decent trade-offs.  I suggest that we stick to
their choices except in cases where there is a clearly better
trade-off to make.

--Nathan


On Fri, Jan 20, 2012 at 3:46 PM, Campbell Barton ideasma...@gmail.com wrote:
 Many valid  interesting points made in the last few replies but could
 we steer this back onto improving our existing UI?
 (not the dreaded `defaults` discussion)

 There are enough simple problems we should deal with,

 Example of one -

 Andrew Hale made this example recently,
 http://www.pasteall.org/pic/show.php?id=24723

 This brings up the point that check-box buttons (on the right) dont
 get grouped nicely,
 Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

 Anyone interested to knock up a drawing of how the layout of the left
 could work with check-boxes better?

  - (C'mon guys!, less talk, more action, or I go back and hide in the
 python api  :D )


 On Sat, Jan 21, 2012 at 10:13 AM, Mike Erwin significant@gmail.com 
 wrote:
 There are many ways to make blender less aggravating for new users,
 but as has been said, anything this powerful will have some kind of
 learning curve. It's a hassle, it's to be expected, and it's worth it!
 If you read a few paragraphs, I promise to make a point or three.

 Photoshop for example -- when I started with version 4, it was a bit
 overwhelming. Over the years and versions I picked up skills like
 painting, layers  color channels just by using the software. The
 biggest jumps came when I picked up a book to get a new perspective on
 issues (the power of selection  masking for example). And how to use
 the pen tool, which for some reason I never could figure out on my
 own.

 Same goes for driving a car! It has only a few controls of course, but
 even so there is no expectation that you'll be an expert driver the
 first time out. By the time you get behind the wheel, you've probably
 observed hundreds of hours by being driven around during childhood.
 And there is probably someone beside you saying that's the
 accelerator, that's the brake, don't touch those. When the windshield
 wipers are swinging back and forth when you meant to use the turn
 signal, you could say f*** this, I'll just walk from now on! Or you
 could say oops, wrong lever, remember that for next time, and keep
 driving. To reward your patience, you get a free open-source car with
 a lifetime supply of free gas.

 Same for any musical instrument. The first time you pick it up, it's
 going to sound pretty bad. If you never play again because music is
 hard, well... ok. This metaphor is a bit loose, since blender has
 competitors. It's like blender = guitar and [other 3D software] =
 piano. They both make music if you know how to move your fingers the
 right way! And they both take practice to get to that point. If you
 already know the piano, and expect those skills to transfer to the
 guitar, get ready for a shock. But if you don't know either, might as
 well go for the one that's portable and let's face it, way more cool.

 Ok, now it's blender's turn -- without the silly metaphors. Blender
 2.1 was my first encounter. I played around with it a little while,
 found the interface confusing (and kind of ugly compared to the rest
 of MacOS), and quickly went back to PiXELS 

Re: [Bf-committers] blender UI state

2012-01-29 Thread Gianmichele Mariani
Hi Nathan,

while I agree with what you're saying here, I think the main concern here
is that since the 2.5 refactor the interface hasn't progressed in parallel
with the rest of the features.

Talking about improving the deps graph to support larger scenes and updates
is all good and shiny but the UI foundation to support all of this is not
there yet, and little to no interest is shown in this area which make
things a bit scary.

The work done by William and Matt in the UI area is outstanding, but if
even they acknowledge the need for more polish there must be a reason ;)

It would be good to start looking into a few of the issues that people are
noticing and work on them without trying to change the nature of Blender
but rather improve upon and evolve.

My 2c.

-Gian



On Sun, Jan 29, 2012 at 10:45 AM, Nathan Vegdahl ces...@cessen.com wrote:

  Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

 And with good reason, IMO.  Check boxes' visual appearance directly
 communicates that they are a boolean true/false thing.  Toggles do not
 do this nearly as effectively, and can be confused with normal
 buttons.

 But if I can take a moment to be a bit meta: if anyone is under the
 illusion that we can design a problem-free UI, they really ought to
 exit this discussion immediately.  There is no such thing as an ideal
 solution for Blender's UI (or any other complex problem, for that
 matter).  There will always be _valid_ complaints about any proposal
 that anyone makes.

 This is not a matter of eliminating problems.  This is a matter of
 choosing _which_ set of problems we're going to adopt and accept in
 Blender's UI.  It's like UV unwrapping: we can minimize distortion to
 a certain extent, but ultimately it's a matter of choosing which
 distortions we consider least harmful.

 I think framing this discussion in those terms might help things be
 more productive.  An easy pattern to fall into otherwise is one where
 someone makes a proposal, and someone else points out a problem with
 it, and instead of that leading to a discussion of, Well, do we
 consider that problem less bad than the problems that other
 possibilities have? it leads to deadlock.  (There's also the matter
 of subjectivity, different use-cases, etc., of course...)

 There's always room for improvement, of course.  But let's please move
 forward with the realization that you can't make a distortion-free
 unwrap even of a simple sphere.  Even with infinite resources.  It's
 all about trade-offs.

 Personally, I think Matt and William did a good job in striking a
 reasonable balance of decent trade-offs.  I suggest that we stick to
 their choices except in cases where there is a clearly better
 trade-off to make.

 --Nathan


 On Fri, Jan 20, 2012 at 3:46 PM, Campbell Barton ideasma...@gmail.com
 wrote:
  Many valid  interesting points made in the last few replies but could
  we steer this back onto improving our existing UI?
  (not the dreaded `defaults` discussion)
 
  There are enough simple problems we should deal with,
 
  Example of one -
 
  Andrew Hale made this example recently,
  http://www.pasteall.org/pic/show.php?id=24723
 
  This brings up the point that check-box buttons (on the right) dont
  get grouped nicely,
  Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.
 
  Anyone interested to knock up a drawing of how the layout of the left
  could work with check-boxes better?
 
   - (C'mon guys!, less talk, more action, or I go back and hide in the
  python api  :D )
 
 
  On Sat, Jan 21, 2012 at 10:13 AM, Mike Erwin significant@gmail.com
 wrote:
  There are many ways to make blender less aggravating for new users,
  but as has been said, anything this powerful will have some kind of
  learning curve. It's a hassle, it's to be expected, and it's worth it!
  If you read a few paragraphs, I promise to make a point or three.
 
  Photoshop for example -- when I started with version 4, it was a bit
  overwhelming. Over the years and versions I picked up skills like
  painting, layers  color channels just by using the software. The
  biggest jumps came when I picked up a book to get a new perspective on
  issues (the power of selection  masking for example). And how to use
  the pen tool, which for some reason I never could figure out on my
  own.
 
  Same goes for driving a car! It has only a few controls of course, but
  even so there is no expectation that you'll be an expert driver the
  first time out. By the time you get behind the wheel, you've probably
  observed hundreds of hours by being driven around during childhood.
  And there is probably someone beside you saying that's the
  accelerator, that's the brake, don't touch those. When the windshield
  wipers are swinging back and forth when you meant to use the turn
  signal, you could say f*** this, I'll just walk from now on! Or you
  could say oops, wrong lever, remember that for next time, and keep
  driving. To reward your patience, you get 

Re: [Bf-committers] blender UI state

2012-01-29 Thread Knapp
On Sun, Jan 29, 2012 at 11:45 AM, Nathan Vegdahl ces...@cessen.com wrote:
 Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

 And with good reason, IMO.  Check boxes' visual appearance directly
 communicates that they are a boolean true/false thing.  Toggles do not
 do this nearly as effectively, and can be confused with normal
 buttons.

 But if I can take a moment to be a bit meta: if anyone is under the
 illusion that we can design a problem-free UI, they really ought to
 exit this discussion immediately.  There is no such thing as an ideal
 solution for Blender's UI (or any other complex problem, for that
 matter).  There will always be _valid_ complaints about any proposal
 that anyone makes.

 This is not a matter of eliminating problems.  This is a matter of
 choosing _which_ set of problems we're going to adopt and accept in
 Blender's UI.  It's like UV unwrapping: we can minimize distortion to
 a certain extent, but ultimately it's a matter of choosing which
 distortions we consider least harmful.

 I think framing this discussion in those terms might help things be
 more productive.  An easy pattern to fall into otherwise is one where
 someone makes a proposal, and someone else points out a problem with
 it, and instead of that leading to a discussion of, Well, do we
 consider that problem less bad than the problems that other
 possibilities have? it leads to deadlock.  (There's also the matter
 of subjectivity, different use-cases, etc., of course...)

 There's always room for improvement, of course.  But let's please move
 forward with the realization that you can't make a distortion-free
 unwrap even of a simple sphere.  Even with infinite resources.  It's
 all about trade-offs.

 Personally, I think Matt and William did a good job in striking a
 reasonable balance of decent trade-offs.  I suggest that we stick to
 their choices except in cases where there is a clearly better
 trade-off to make.

 --Nathan

I think what you are saying is true and in the end we may need a final
deciding person; perhaps Ton?
We also have a number of problems that are quite easy to see that the
current way is wrong. For example when you switch to a material and
the whole panel is blank because it needs to be scrolled down. Or the
fact that loading a series of pictures is different in the VSE than in
the node editor; they should be the same. I don't care which we pick
but they should be the same (I like the VSE way personally). Or in the
VSE or the node editor when you add a strip or node it plops down
where the mouse is, great if you are short cutting it but who wants a
node under the add button? Lets get these big obvious problems fixed
and then fight about the finer points!

-- 
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] blender UI state

2012-01-29 Thread Knapp
On Sun, Jan 29, 2012 at 11:45 AM, Nathan Vegdahl ces...@cessen.com wrote:
 Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

 And with good reason, IMO.  Check boxes' visual appearance directly
 communicates that they are a boolean true/false thing.  Toggles do not
 do this nearly as effectively, and can be confused with normal
 buttons.

 But if I can take a moment to be a bit meta: if anyone is under the
 illusion that we can design a problem-free UI, they really ought to
 exit this discussion immediately.  There is no such thing as an ideal
 solution for Blender's UI (or any other complex problem, for that
 matter).  There will always be _valid_ complaints about any proposal
 that anyone makes.

 This is not a matter of eliminating problems.  This is a matter of
 choosing _which_ set of problems we're going to adopt and accept in
 Blender's UI.  It's like UV unwrapping: we can minimize distortion to
 a certain extent, but ultimately it's a matter of choosing which
 distortions we consider least harmful.

 I think framing this discussion in those terms might help things be
 more productive.  An easy pattern to fall into otherwise is one where
 someone makes a proposal, and someone else points out a problem with
 it, and instead of that leading to a discussion of, Well, do we
 consider that problem less bad than the problems that other
 possibilities have? it leads to deadlock.  (There's also the matter
 of subjectivity, different use-cases, etc., of course...)

 There's always room for improvement, of course.  But let's please move
 forward with the realization that you can't make a distortion-free
 unwrap even of a simple sphere.  Even with infinite resources.  It's
 all about trade-offs.

 Personally, I think Matt and William did a good job in striking a
 reasonable balance of decent trade-offs.  I suggest that we stick to
 their choices except in cases where there is a clearly better
 trade-off to make.

 --Nathan

I think what you are saying is true and in the end we may need a final
deciding person; perhaps Ton?
We also have a number of problems that are quite easy to see that the
current way is wrong. For example when you switch to a material and
the whole panel is blank because it needs to be scrolled down. Or the
fact that loading a series of pictures is different in the VSE than in
the node editor; they should be the same. I don't care which we pick
but they should be the same (I like the VSE way personally). Or in the
VSE or the node editor when you add a strip or node it plops down
where the mouse is, great if you are short cutting it but who wants a
node under the add button? Lets get these big obvious problems fixed
and then fight about the finer points!

-- 
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] blender UI state

2012-01-29 Thread angjminer
just fix whats there, dont reinvent the wheel again,
sure there are complaints, but really the learning curve is much better 
this go around. 
blender is so much more customizable than anything else out there,
I say keep on going gents, you have it right, just fix the small stuff. 
(agree with the mat pane needing to scroll up can be confusing the 
first time or two)
also agree with check boxes:)

Quoting Nathan Vegdahl ces...@cessen.com:
  Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred. 

 And with good reason, IMO.  Check boxes' visual appearance directly
 communicates that they are a boolean true/false thing.  Toggles do not
 do this nearly as effectively, and can be confused with normal
 buttons. 

 But if I can take a moment to be a bit meta: if anyone is under the
 illusion that we can design a problem-free UI, they really ought to
 exit this discussion immediately.  There is no such thing as an ideal
 solution for Blender's UI (or any other complex problem, for that
 matter).  There will always be _valid_ complaints about any proposal
 that anyone makes. 

 This is not a matter of eliminating problems.  This is a matter of
 choosing _which_ set of problems we're going to adopt and accept in
 Blender's UI.  It's like UV unwrapping: we can minimize distortion to
 a certain extent, but ultimately it's a matter of choosing which
 distortions we consider least harmful. 

 I think framing this discussion in those terms might help things be
 more productive.  An easy pattern to fall into otherwise is one where
 someone makes a proposal, and someone else points out a problem with
 it, and instead of that leading to a discussion of, Well, do we
 consider that problem less bad than the problems that other
 possibilities have? it leads to deadlock.  (There's also the matter
 of subjectivity, different use-cases, etc., of course...)

 There's always room for improvement, of course.  But let's please move
 forward with the realization that you can't make a distortion-free
 unwrap even of a simple sphere.  Even with infinite resources.  It's
 all about trade-offs. 

 Personally, I think Matt and William did a good job in striking a
 reasonable balance of decent trade-offs.  I suggest that we stick to
 their choices except in cases where there is a clearly better
 trade-off to make. 

 --Nathan



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Re: [Bf-committers] blender UI state

2012-01-28 Thread David Jeske
I'm glad to see this UI discussion getting organized on the wiki.

I'd like to add that I think with respect to UI changes, a picture says
ten-thousand words. Creating a wiki page which clearly documents the
current state, the motivation for a change, and a visual change proposal is
a really good way to get buy-in and something implemented. Often the
implemention of UI changes is actually much simpler than the actual buy-in
or approval process. I'd really like to see Blender Foundation get more
actively involved in structuring and approving UI change proposals to
streamline this more.

Here is an example of a visual change proposal (really a bug fix), I made a
while back related to outliner selected/active highlighting. Visually
illustrating the problem clearly made it easy to get agreement and get it
quickly fixed. Putting a little effort into this kind of organized set of
micro-screenshots can really help streamline the UI proposal/change process.

http://wiki.blender.org/index.php/User:Jeske/Active_Selected_Visuals_Cleanup_Proposal_Completed

http://wiki.blender.org/index.php/User:Jeske/Active_Selected_Visual_Cleanup_Proposal





On Mon, Jan 23, 2012 at 10:26 AM, Jorge Rodriguez
jo...@lunarworkshop.comwrote:

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


http://wiki.blender.org/index.php/User:Vino/New_User_Experience
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Re: [Bf-committers] blender UI state

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

-- 
Jorge Vino Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
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Re: [Bf-committers] blender UI state

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

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

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

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

-- 
Jorge Vino Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
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Re: [Bf-committers] blender UI state

2012-01-22 Thread Peter K.H. Gragert
See the discussion page at the link .../New_User_
Peter

2012/1/23 Jorge Rodriguez jo...@lunarworkshop.com

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

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

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

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

 --
 Jorge Vino Rodriguez
 jo...@lunarworkshop.com
 twitter: VinoBS
 919.757.3066
 ___
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 Bf-committers@blender.org
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Re: [Bf-committers] blender UI state

2012-01-21 Thread mindrones
Here we go:
http://wiki.blender.org/index.php/Dev:Ref/Proposals/Usability_Project

This is the result of formalizing contents of my own mail
http://lists.blender.org/pipermail/bf-committers/2012-January/035215.html
(still have to add most of my screenshots, will do next week)

Try to do the same with your ideas instead of putting them here.
Upload images on the wiki as I did and link them in the usability page.

Please keep stuff short, to the point and schematic:
* rants are for personal pages
* long discussions are for the talk page
I'll edit discussions to shorten them, and to summarize stuff, so
don't waste time on long threads there anyway :)

After some time we can judge if problems and solutions listed there
make sense in a more general sense than just fixing an icon here and
there, and it will be a document to discuss here and in some future
sunday meeting.

Let's see what happens :)

Regards,
Luca
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Re: [Bf-committers] blender UI state

2012-01-21 Thread Wolter van der Velde
I think this wiki page is a great idea. But I looked trough the wiki 
today and found numerous UI proposals already there. Maybe it's a good 
idea to collect them in a single place, maybe this new wikipage.

Here are the pages i found, there may be more:
http://wiki.blender.org/index.php/Dev:Ref/Proposals/UI
http://wiki.blender.org/index.php/Dev:Ref/Requests (This page contains 
all kinds of requests not only UI. But If you look in the sidebar you 
can see a bunch of relevant subpages.)
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/UserInterface 
(this page has some really nice mockups.)
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/UI (This 
page contains a broken link to a UI design document (this link 
http://jlp.nerim.net/dev/event%20system/blender-UI-proposal-V0_3.pdf), 
which is unfortunate because if I remember correctly it was quite an 
interesting document.)
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/2.50_and_beyond_goals
 
(Under the Interface heading are a few goals regarding this topic.)
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/RemoveFeatures
 
(This page doesn't really have new ideas but removing annoyances can 
also have a great influence on the workflow and the UI)

Cheers, Wolter

On 21-1-2012 19:47, mindrones wrote:
 Here we go:
 http://wiki.blender.org/index.php/Dev:Ref/Proposals/Usability_Project

 This is the result of formalizing contents of my own mail
 http://lists.blender.org/pipermail/bf-committers/2012-January/035215.html
 (still have to add most of my screenshots, will do next week)

 Try to do the same with your ideas instead of putting them here.
 Upload images on the wiki as I did and link them in the usability page.

 Please keep stuff short, to the point and schematic:
 * rants are for personal pages
 * long discussions are for the talk page
 I'll edit discussions to shorten them, and to summarize stuff, so
 don't waste time on long threads there anyway :)

 After some time we can judge if problems and solutions listed there
 make sense in a more general sense than just fixing an icon here and
 there, and it will be a document to discuss here and in some future
 sunday meeting.

 Let's see what happens :)

 Regards,
 Luca
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Re: [Bf-committers] blender UI state

2012-01-21 Thread Troy Sobotka
While it is great to be discussing Blender's UI, I would hope that it
may be acceptable to put Mr. Roosendaal's recent comment on a request
at the top of the page:

Instead of explaining why you need it, or calling it better or
more useful, just write down a neutral and very precise
specification of how it looks.

As we can see from this brief thread, words like obvious, good,
better, etc. are without context and of relatively worthless value
with regards to Blender's UI discussion.

With respect,
TJS
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Re: [Bf-committers] blender UI state

2012-01-20 Thread Gianmichele Mariani
I tend to agree, but removing too much information on startup is not good
either. Also let's face it, the default cube is somehow a symbol for
blender and honestly it's harmless.

Now we are all in some way accustomed to the convention of some 3d program
but do you remember the first time you opened it? Certainly max or maya
weren't less scary than blender when you first opened them.

I agree that there's a bit of clutter especially in the properties area,
but nothing so serious (cough cough max). Probably the best solution is to
add a link to an introduction to the interface, something like 5 mins where
it explains the few conventions Blender has, in the splash screen. It could
be tied to whatever interaction model (maya or blender) is chosen on first
start.

This is my analysis done at the time if you're interested

http://dl.dropbox.com/u/17486466/BlenderUI.pdf

.Gian


On Fri, Jan 20, 2012 at 7:51 AM, Jorge Rodriguez jo...@lunarworkshop.comwrote:

 On Thu, Jan 19, 2012 at 9:23 PM, Knapp magick.c...@gmail.com wrote:

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

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

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


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

 --
 Jorge Vino Rodriguez
 jo...@lunarworkshop.com
 twitter: VinoBS
 919.757.3066
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Re: [Bf-committers] blender UI state

2012-01-20 Thread Knapp
IMOHO, the single biggest problem for first time users is that they
don't get it at all. So from this perspective I think we should make
the opening screen as simple as possible. What we have now can be left
as the default but then we can add a new one called something like
beginner. It would open with everything gone but for the edit screen
with a default monkey or cube (I would pick the monkey because it is
the blender icon and is good adverting and a more exciting first
render plus you have somewhere to go with it like painting it or
animating it.)

For first time users blender would open with a screen that has a good
picture like now but also some basic directions like right click to
select and R for rotate, S for scale and G for grab f12 to render and
E to extrude. Escape to drop what you are doing. Or something like
this, KISS. This would be the beginner mode. Normal users could turn
off this mode in the preferences and have our current normal Blender
settings. I think this would go a long way towards keeping first time
users. I would also not be against have a 3 point lighting on the
monkey and a ground plane so that the first render looks really good.
I think this would really help sell Blender to new young users.
Keys:
1 Easy to use.
2 Makes a really cool first picture.

For normal users I would also turn on by default rotate around
selected and new object enter edit mode. How often do you add an
object and not edit it? Only problem I can see is that newbies would
then keep adding in edit mode and that will lead to questions about
how to split meshes out of one object.

-- 
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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http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] blender UI state

2012-01-20 Thread mindrones
Hi,

I'll collect stuff and prepare the page as soon as possible for me.
Meanwhile it'd be good if people collect their ideas and mockups and
screenshots in their wiki page, only discussing here based on what
they post there, to help starting the process.

I'd like to mention the Wikipedia Usability Initiative
http://usability.wikimedia.org/wiki/Wikipedia_Usability_Initiative
They started it to enhance the wikipedia experience: the project was
public, well formalized and the discussion was wiki-based too (have a
look at this: http://strategy.wikimedia.org/wiki/List_of_proposals).
The project ended the end of the last year, and served to develop the
current wikipedia skin (called Vector, which is much better than the
old Monobook).

It would be fantastic if we were able to organize things as well as they did :)
If there's a consensus in seriously starting such a project, I can
write appropriate templates to keep things well organized and
automated.

Regards,
Luca
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Re: [Bf-committers] blender UI state

2012-01-20 Thread Knapp
On Fri, Jan 20, 2012 at 1:07 PM, mindrones mindro...@gmail.com wrote:
 Hi,

 I'll collect stuff and prepare the page as soon as possible for me.
 Meanwhile it'd be good if people collect their ideas and mockups and
 screenshots in their wiki page, only discussing here based on what
 they post there, to help starting the process.

 I'd like to mention the Wikipedia Usability Initiative
 http://usability.wikimedia.org/wiki/Wikipedia_Usability_Initiative
 They started it to enhance the wikipedia experience: the project was
 public, well formalized and the discussion was wiki-based too (have a
 look at this: http://strategy.wikimedia.org/wiki/List_of_proposals).
 The project ended the end of the last year, and served to develop the
 current wikipedia skin (called Vector, which is much better than the
 old Monobook).

 It would be fantastic if we were able to organize things as well as they did 
 :)
 If there's a consensus in seriously starting such a project, I can
 write appropriate templates to keep things well organized and
 automated.

 Regards,
 Luca

I feel that the 2.5 GUI is the biggest hole in blender. I loved the
work flow and error free and problem free flow of 2.4. 2.5 has not
made it yet to this level. (on the other side the new 2.6 power can't
be beat!) I can't wait to get started on this. I am BTW a user/artist
(with programming background but no time) so I try to help by finding
problems and suggesting new ideas.


-- 
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] blender UI state

2012-01-20 Thread Sanne
I agree that the UI needs work, but let's not go overboard. For the most part 
it works well, it just needs some (or more in some areas, ok) polish.

On Friday 20 January 2012, Jorge Rodriguez wrote:
 I'd like Blender to be learnable without people having to go watch
 tutorials.

Not possible (IMO). Blender, like any other 3D software, is far too complex to 
be picked up on the fly.

I can't understand why reading docs or watching tutorials is so awful. If 
somebody opens Blender and feels lost (as did I many years ago), what's so 
hard about clicking on the help menu, choosing the first entry and starting 
to read? While the manual also needs work, the introductory chapters should 
be enough to get anybody started. If not, the community provides free help. 
That's how open source projects work.

If somebody can't do that, I don't think he/she has enough drive to learn a 3D 
software anyway.

As a user, I'm very grateful for Blender and also for the documentation we do 
have. People really should use it.

To conclude, here's a post from a new Blender user who had a totally different 
experience than what is always assumed a new user would have. Maybe it helps 
to put things into perspective:

http://blenderartists.org/forum/showthread.php?217431-Mind-Blown-Babbling-Rant

Regards,
Sanne

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Re: [Bf-committers] blender UI state

2012-01-20 Thread Knapp
On Fri, Jan 20, 2012 at 6:54 PM, Sanne sa...@lavabit.com wrote:
 I agree that the UI needs work, but let's not go overboard. For the most part
 it works well, it just needs some (or more in some areas, ok) polish.

 On Friday 20 January 2012, Jorge Rodriguez wrote:
 I'd like Blender to be learnable without people having to go watch
 tutorials.

 Not possible (IMO). Blender, like any other 3D software, is far too complex to
 be picked up on the fly.

I think you are correct, if we are talking about to a pro level but I
don't think it is impossible to make it so that you can play with the
basic monkey and learn a bit before going deeper. Giving the first
time user a positive experience is a great way to keep users and grow
blender's community.

 I can't understand why reading docs or watching tutorials is so awful. If
 somebody opens Blender and feels lost (as did I many years ago), what's so
 hard about clicking on the help menu, choosing the first entry and starting
 to read? While the manual also needs work, the introductory chapters should
 be enough to get anybody started. If not, the community provides free help.
 That's how open source projects work.

Not many really know anything about the greatness that is open source.
They could care less or want free as in beer. Watching or reading is
an investment and many people will not make it unless they have a good
reason to do so. We need to give them that reason by giving them a
great first experience.

 If somebody can't do that, I don't think he/she has enough drive to learn a 3D
 software anyway.

I dropped blender for two year because of the interface but then came
back because I really needed to do some 3d work and could not pay for
it. I also got lucky and found a vid that got me over that hump, now I
am good with blender and love it. Perhaps the first time blender is
opened it should start playing a 3 minute beginner's video. :-)
Seriously a big fat link to such a video on the start up image might
help a lot. A vid that is fast, exciting, shows cool results and
teaches some really basic stuff like how to select and stuff would be
great. A bit of marketing a bit of fun, a bit of learning. Andrew
Price makes the best vids of this nature that I have seen in the
blender world. Maybe he might be willing to take up the challenge of
making such a video.

 As a user, I'm very grateful for Blender and also for the documentation we do
 have. People really should use it.

2.4 was really wonderful! 2.5 is getting there slowly.

 To conclude, here's a post from a new Blender user who had a totally different
 experience than what is always assumed a new user would have. Maybe it helps
 to put things into perspective:

 http://blenderartists.org/forum/showthread.php?217431-Mind-Blown-Babbling-Rant

dead link

 Regards,
 Sanne

-- 
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] blender UI state

2012-01-20 Thread Mike Erwin
There are many ways to make blender less aggravating for new users,
but as has been said, anything this powerful will have some kind of
learning curve. It's a hassle, it's to be expected, and it's worth it!
If you read a few paragraphs, I promise to make a point or three.

Photoshop for example -- when I started with version 4, it was a bit
overwhelming. Over the years and versions I picked up skills like
painting, layers  color channels just by using the software. The
biggest jumps came when I picked up a book to get a new perspective on
issues (the power of selection  masking for example). And how to use
the pen tool, which for some reason I never could figure out on my
own.

Same goes for driving a car! It has only a few controls of course, but
even so there is no expectation that you'll be an expert driver the
first time out. By the time you get behind the wheel, you've probably
observed hundreds of hours by being driven around during childhood.
And there is probably someone beside you saying that's the
accelerator, that's the brake, don't touch those. When the windshield
wipers are swinging back and forth when you meant to use the turn
signal, you could say f*** this, I'll just walk from now on! Or you
could say oops, wrong lever, remember that for next time, and keep
driving. To reward your patience, you get a free open-source car with
a lifetime supply of free gas.

Same for any musical instrument. The first time you pick it up, it's
going to sound pretty bad. If you never play again because music is
hard, well... ok. This metaphor is a bit loose, since blender has
competitors. It's like blender = guitar and [other 3D software] =
piano. They both make music if you know how to move your fingers the
right way! And they both take practice to get to that point. If you
already know the piano, and expect those skills to transfer to the
guitar, get ready for a shock. But if you don't know either, might as
well go for the one that's portable and let's face it, way more cool.

Ok, now it's blender's turn -- without the silly metaphors. Blender
2.1 was my first encounter. I played around with it a little while,
found the interface confusing (and kind of ugly compared to the rest
of MacOS), and quickly went back to PiXELS 3D. Next encounter was
blender 2.3 -- got the book this time (which was awesome), learned a
tiny bit more but soon went back to Lightwave (which also had a book).
A few years ago I had to digitally recreate a football stadium from
its plans and by visiting the site. After a slow and painful start
using Sketchup, I gave blender 2.48 a shot and actually liked it! But
by then I was serious about learning and got the Essential Blender
book, which helped more than anything. After that I would just search
for specific things and always found someone who had run across the
same issue and written about it. The interface in late 2.4x was very
different and very nice. After a custom layout, color scheme and style
it looked awesome and worked well. And yes, I switched it to LMB
select.

I have no specific gripes with the current interface, but as I stick
mostly to low-poly modeling there is plenty I don't ever see. 2.6 is
also very different and (mostly) very nice; I've even switched back to
RMB select! My own default layout discards the timeline, and shows
object data instead of render on the properties panel, but
otherwise is standard. That works for me, but I wouldn't dare force it
on everyone. Having the render image button there on the screen is
essential for the brief time before you know what F12 does. The
spacebar addon is great, don't know why it's not part of the default
setup.

Any changes need to be well thought out and explained -- more than I
think X is better than Y so obviously everyone would like X. Why is X
better? Prove it or demonstrate it or otherwise make a solid case.

Many people do like to learn by trial  error, so make sure the errors
are harmless, obvious, and reversible. I haven't kept up with the undo
system recently, so maybe this has been fixed... but it used to fill
up with system-initiated snapshots, so undo kind of lost meaning.
Whenever you pressed [button], blender would do 5 things, 3 of them
undo-able. So you press [button], say oops, undo, then wonder why
the stuff on screen doesn't look exactly the same as before you
pressed [button].

Reasonable default values and ranges for things are easy to implement
and make things just a little nicer for new users. No idea how well
this is done throughout blender, it might already be perfect. Same for
basic interaction settings like turntable mode becoming default (a
good move, even though I usually use trackball). Making rotate around
selection default? My initial impression is yes, of course! but
like I said above, we still need to answer why? in some convincing
way.

Remember Ubuntu had its papercuts project to fix many of the rough
edges and little annoyances for desktop Linux. This thread (and
similar ones before) 

Re: [Bf-committers] blender UI state

2012-01-20 Thread Campbell Barton
Many valid  interesting points made in the last few replies but could
we steer this back onto improving our existing UI?
(not the dreaded `defaults` discussion)

There are enough simple problems we should deal with,

Example of one -

Andrew Hale made this example recently,
http://www.pasteall.org/pic/show.php?id=24723

This brings up the point that check-box buttons (on the right) dont
get grouped nicely,
Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

Anyone interested to knock up a drawing of how the layout of the left
could work with check-boxes better?

 - (C'mon guys!, less talk, more action, or I go back and hide in the
python api  :D )


On Sat, Jan 21, 2012 at 10:13 AM, Mike Erwin significant@gmail.com wrote:
 There are many ways to make blender less aggravating for new users,
 but as has been said, anything this powerful will have some kind of
 learning curve. It's a hassle, it's to be expected, and it's worth it!
 If you read a few paragraphs, I promise to make a point or three.

 Photoshop for example -- when I started with version 4, it was a bit
 overwhelming. Over the years and versions I picked up skills like
 painting, layers  color channels just by using the software. The
 biggest jumps came when I picked up a book to get a new perspective on
 issues (the power of selection  masking for example). And how to use
 the pen tool, which for some reason I never could figure out on my
 own.

 Same goes for driving a car! It has only a few controls of course, but
 even so there is no expectation that you'll be an expert driver the
 first time out. By the time you get behind the wheel, you've probably
 observed hundreds of hours by being driven around during childhood.
 And there is probably someone beside you saying that's the
 accelerator, that's the brake, don't touch those. When the windshield
 wipers are swinging back and forth when you meant to use the turn
 signal, you could say f*** this, I'll just walk from now on! Or you
 could say oops, wrong lever, remember that for next time, and keep
 driving. To reward your patience, you get a free open-source car with
 a lifetime supply of free gas.

 Same for any musical instrument. The first time you pick it up, it's
 going to sound pretty bad. If you never play again because music is
 hard, well... ok. This metaphor is a bit loose, since blender has
 competitors. It's like blender = guitar and [other 3D software] =
 piano. They both make music if you know how to move your fingers the
 right way! And they both take practice to get to that point. If you
 already know the piano, and expect those skills to transfer to the
 guitar, get ready for a shock. But if you don't know either, might as
 well go for the one that's portable and let's face it, way more cool.

 Ok, now it's blender's turn -- without the silly metaphors. Blender
 2.1 was my first encounter. I played around with it a little while,
 found the interface confusing (and kind of ugly compared to the rest
 of MacOS), and quickly went back to PiXELS 3D. Next encounter was
 blender 2.3 -- got the book this time (which was awesome), learned a
 tiny bit more but soon went back to Lightwave (which also had a book).
 A few years ago I had to digitally recreate a football stadium from
 its plans and by visiting the site. After a slow and painful start
 using Sketchup, I gave blender 2.48 a shot and actually liked it! But
 by then I was serious about learning and got the Essential Blender
 book, which helped more than anything. After that I would just search
 for specific things and always found someone who had run across the
 same issue and written about it. The interface in late 2.4x was very
 different and very nice. After a custom layout, color scheme and style
 it looked awesome and worked well. And yes, I switched it to LMB
 select.

 I have no specific gripes with the current interface, but as I stick
 mostly to low-poly modeling there is plenty I don't ever see. 2.6 is
 also very different and (mostly) very nice; I've even switched back to
 RMB select! My own default layout discards the timeline, and shows
 object data instead of render on the properties panel, but
 otherwise is standard. That works for me, but I wouldn't dare force it
 on everyone. Having the render image button there on the screen is
 essential for the brief time before you know what F12 does. The
 spacebar addon is great, don't know why it's not part of the default
 setup.

 Any changes need to be well thought out and explained -- more than I
 think X is better than Y so obviously everyone would like X. Why is X
 better? Prove it or demonstrate it or otherwise make a solid case.

 Many people do like to learn by trial  error, so make sure the errors
 are harmless, obvious, and reversible. I haven't kept up with the undo
 system recently, so maybe this has been fixed... but it used to fill
 up with system-initiated snapshots, so undo kind of lost meaning.
 Whenever you pressed [button], blender 

Re: [Bf-committers] blender UI state

2012-01-20 Thread Andrew Hale
Hi All,

Slight improvement on the image Campbell posted:
http://www.pasteall.org/pic/show.php?id=24767

IMO check boxes can cause extra clutter if not used judiciously, using
toggle buttons instead means that the area used to indicate True/False
coincides with the label and is more space efficient. Also, using toggle
buttons means you can align them with other UI elements, more clearly
showing that they are related. I'm not suggesting they should be used all
over the place, but certainly they have their uses.

Thanks,
Andrew

On Sat, Jan 21, 2012 at 10:46 AM, Campbell Barton ideasma...@gmail.comwrote:

 Many valid  interesting points made in the last few replies but could
 we steer this back onto improving our existing UI?
 (not the dreaded `defaults` discussion)

 There are enough simple problems we should deal with,

 Example of one -

 Andrew Hale made this example recently,
 http://www.pasteall.org/pic/show.php?id=24723

 This brings up the point that check-box buttons (on the right) dont
 get grouped nicely,
 Yet, I'm Told Matt Ebb wanted the check-boxes to be preferred.

 Anyone interested to knock up a drawing of how the layout of the left
 could work with check-boxes better?

  - (C'mon guys!, less talk, more action, or I go back and hide in the
 python api  :D )


 On Sat, Jan 21, 2012 at 10:13 AM, Mike Erwin significant@gmail.com
 wrote:
  There are many ways to make blender less aggravating for new users,
  but as has been said, anything this powerful will have some kind of
  learning curve. It's a hassle, it's to be expected, and it's worth it!
  If you read a few paragraphs, I promise to make a point or three.
 
  Photoshop for example -- when I started with version 4, it was a bit
  overwhelming. Over the years and versions I picked up skills like
  painting, layers  color channels just by using the software. The
  biggest jumps came when I picked up a book to get a new perspective on
  issues (the power of selection  masking for example). And how to use
  the pen tool, which for some reason I never could figure out on my
  own.
 
  Same goes for driving a car! It has only a few controls of course, but
  even so there is no expectation that you'll be an expert driver the
  first time out. By the time you get behind the wheel, you've probably
  observed hundreds of hours by being driven around during childhood.
  And there is probably someone beside you saying that's the
  accelerator, that's the brake, don't touch those. When the windshield
  wipers are swinging back and forth when you meant to use the turn
  signal, you could say f*** this, I'll just walk from now on! Or you
  could say oops, wrong lever, remember that for next time, and keep
  driving. To reward your patience, you get a free open-source car with
  a lifetime supply of free gas.
 
  Same for any musical instrument. The first time you pick it up, it's
  going to sound pretty bad. If you never play again because music is
  hard, well... ok. This metaphor is a bit loose, since blender has
  competitors. It's like blender = guitar and [other 3D software] =
  piano. They both make music if you know how to move your fingers the
  right way! And they both take practice to get to that point. If you
  already know the piano, and expect those skills to transfer to the
  guitar, get ready for a shock. But if you don't know either, might as
  well go for the one that's portable and let's face it, way more cool.
 
  Ok, now it's blender's turn -- without the silly metaphors. Blender
  2.1 was my first encounter. I played around with it a little while,
  found the interface confusing (and kind of ugly compared to the rest
  of MacOS), and quickly went back to PiXELS 3D. Next encounter was
  blender 2.3 -- got the book this time (which was awesome), learned a
  tiny bit more but soon went back to Lightwave (which also had a book).
  A few years ago I had to digitally recreate a football stadium from
  its plans and by visiting the site. After a slow and painful start
  using Sketchup, I gave blender 2.48 a shot and actually liked it! But
  by then I was serious about learning and got the Essential Blender
  book, which helped more than anything. After that I would just search
  for specific things and always found someone who had run across the
  same issue and written about it. The interface in late 2.4x was very
  different and very nice. After a custom layout, color scheme and style
  it looked awesome and worked well. And yes, I switched it to LMB
  select.
 
  I have no specific gripes with the current interface, but as I stick
  mostly to low-poly modeling there is plenty I don't ever see. 2.6 is
  also very different and (mostly) very nice; I've even switched back to
  RMB select! My own default layout discards the timeline, and shows
  object data instead of render on the properties panel, but
  otherwise is standard. That works for me, but I wouldn't dare force it
  on everyone. Having the render image button there on the 

Re: [Bf-committers] blender UI state

2012-01-20 Thread GSR
[Offlist]

Hi,
trumanblend...@gmail.com (2012-01-21 at 1116.01 +1100):
 Hi All,
 
 Slight improvement on the image Campbell posted:
 http://www.pasteall.org/pic/show.php?id=24767
 
 IMO check boxes can cause extra clutter if not used judiciously, using
 toggle buttons instead means that the area used to indicate True/False
 coincides with the label and is more space efficient. Also, using toggle

Also gives a way better hint of what zone can be clicked. It becomes
obvious that the zone is big, even before you pick the mouse. So
easier to hit and thus faster interaction with the program.

Some toolkits accept clicking the label, others only the small
square. The box-only mode is slowest while the box-and-label mode is
as fast as the full-button case... if you ever learn you can do that.
Too many people will never ever try clicking the label, and will
always aim at the tiny square.

Good job.

GSR
 
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Re: [Bf-committers] blender UI state

2012-01-20 Thread Kel M
Why not simply draw a faint outline around the box and text?

On Fri, Jan 20, 2012 at 7:42 PM, GSR gsr@infernal-iceberg.com wrote:

 [Offlist]

 Hi,
 trumanblend...@gmail.com (2012-01-21 at 1116.01 +1100):
  Hi All,
 
  Slight improvement on the image Campbell posted:
  http://www.pasteall.org/pic/show.php?id=24767
 
  IMO check boxes can cause extra clutter if not used judiciously, using
  toggle buttons instead means that the area used to indicate True/False
  coincides with the label and is more space efficient. Also, using toggle

 Also gives a way better hint of what zone can be clicked. It becomes
 obvious that the zone is big, even before you pick the mouse. So
 easier to hit and thus faster interaction with the program.

 Some toolkits accept clicking the label, others only the small
 square. The box-only mode is slowest while the box-and-label mode is
 as fast as the full-button case... if you ever learn you can do that.
 Too many people will never ever try clicking the label, and will
 always aim at the tiny square.

 Good job.

 GSR

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Re: [Bf-committers] blender UI state

2012-01-20 Thread Kel M
But it would solve the problem of people not knowing the clickable region.

On Fri, Jan 20, 2012 at 8:19 PM, GSR gsr@infernal-iceberg.com wrote:

 Hi,
 kelvinsh...@gmail.com (2012-01-20 at 2005.42 -0500):
  Why not simply draw a faint outline around the box and text?

 So basically it would be a faint button with a box (and check mark) on
 the left side. And still not everyone will think that zone is
 clickable, because the box is the one that looks like a button and the
 line could be a decoration outline. :]

 GSR

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Re: [Bf-committers] blender UI state

2012-01-20 Thread mindrones
Guys,
I still think if you don't organize this stuff in some page where all
proposals can be seen and compared together this will be a waste of
time, just people chatting on a mailing list :/

I can do copy/paste/cleanups later, not now, but it'd be good if you
can start doing that yourselves, the wiki is not a monster and
certainly will not eat you alive! :P

Luca


On 21 January 2012 02:21, Kel M kelvinsh...@gmail.com wrote:
 But it would solve the problem of people not knowing the clickable region.

 On Fri, Jan 20, 2012 at 8:19 PM, GSR gsr@infernal-iceberg.com wrote:

 Hi,
 kelvinsh...@gmail.com (2012-01-20 at 2005.42 -0500):
  Why not simply draw a faint outline around the box and text?

 So basically it would be a faint button with a box (and check mark) on
 the left side. And still not everyone will think that zone is
 clickable, because the box is the one that looks like a button and the
 line could be a decoration outline. :]

 GSR

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Re: [Bf-committers] blender UI state

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

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

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

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


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

-- 
Jorge Vino Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
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Re: [Bf-committers] blender UI state

2012-01-19 Thread Knapp
On Thu, Jan 19, 2012 at 1:59 AM, Jorge Rodriguez
jo...@lunarworkshop.com wrote:
 I'm glad that this topic is being discussed, as it is one of the primary
 motivations for me beginning work on Blender. Here is my list of things
 that I would like to see fixed, from a newbie's point of view:

 * There is a + to open the N properties (and other panels) but no - to
 close it.

+1

 * Panels can be opened by dragging them out, but can't be closed by
 dragging them back.

+1

 * The toolbar on the left is a good idea but is rough, some buttons are
 pointless and it needs to be neater. I would love to see the background
 panel disappear, and the buttons therein presented as floating buttons on
 top of the UI. Like how Silo does it. (http://goo.gl/7HChk See left.) This
 would give more area to the 3D view, which is what's really important.

 * I would like to see right clicking on things offer a Delete option.
 * When right clicking for some things there is no Rename option.
??

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

Currently ctrl v,c and (x?)

 * Why does pressing Ctrl-S prompt the user to save? Why would anybody ever
 not want to save when they just pressed Ctrl-S? What other program does
 this, ever?

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

 * Someone already mentioned that the button rows need to wrap and make a
 new row if they run out of space. I'll bet a lot of people don't know that
 you can scroll those things. But, you shouldn't ever have to.

My idea but sometimes it is better to have the space so it should be
an option and not a must, perhaps per panel.

 * When dialogs like the file dialog are open I always find myself clicking
 the Windows X button to close it, which closes Blender, often without
 saving my work. Needs another smaller (X) up there for closing the dialog
 without choosing a file.

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

 * I think it is inane that saving user preferences saves the entire current
 .blend to be loaded again with the File-New command. If I want to rebind a
 key in the middle of my work, it saves my entire project, and then I
 continue my work and next time I load Blender I am presented with an old
 version of my project. It should save only user preferences, like it claims
 it does.

Yep! +100 but we also need a way to save our start out scene.


 * In general I think the default Blender screen is too cluttered and should
 contain fewer panels. I think we can do away with the outliner and
 properties on the right, and also with the timeline on the bottom.

I have tried a lot of ways and totally disagree. The outliner keeps
you from getting lost  for example when you accidentally make some
thing hidden or whatever and lets you quickly rename stuff. You need
the properties all the time, what would you do with them? They used to
be on the bottom but with large screens they are quite nice on the
side. The time line is small and does not take up much space and is
needed any time you do animation or anything else with time like
particles.

The very best thing an artist can do is buy a large HD screen and the
second is to buy a second large screen!

 If the
 user wants more panels, the user can create more panels. Advanced users
 already have their layout customized how they like it, presenting new users
 with 8 panels causes information overload, and turns people off Blender.
 So, a new user loading Blender for the first time might see something more
 like this:http://i41.tinypic.com/8yu et5.png

The link is dead. I never had this problem but I do think it would be
nice to have a very basic start up screen with a nice head there so
that the first render comes out nicely with nice lighting and not a
gray cube on a gray background with bad lighting. Talk about ugly. The
new version of cycles that render a few good looking heads seems much
nicer to me. I would like to see more of the presets up where it says
default. AS a new user I always wondered what default meant. I think a
bunch of screens there with settings of each common job set up by pros
would be a much nicer way to learn. You might need a wide screen an a
narrow setting for each one. A lot of clutter but it would have helped
me!

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

 --
 Jorge Vino Rodriguez
 jo...@lunarworkshop.com

Best of luck, you are fighting a lot of sticks in the mud, including me. :-)


-- 
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.

Re: [Bf-committers] blender UI state

2012-01-19 Thread Knapp
I wanted to add one more big problem.
When you switch between materials, textures and other stuff and come
back sometimes the textures panel is blank. The way to get it back is
to roll your mouse button on it and it scrolls into view. This is a
dumb problem that should not exist. When it first happened to me I
thought it was a real error and I actually wasted 40 minutes trying to
find out what happened to all my settings! Stupid but it happened. I
found the fix by asking on IRC.

-- 
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] blender UI state

2012-01-19 Thread mindrones
Hi Campbell,

On 19 January 2012 20:16, Campbell Barton ideasma...@gmail.com wrote:
 We've had many long UI threads on the ML before which just die out
 without much gained besides everyone airing their opinions (which
 often conflict).

 Rather then suggesting many random annoyances it would help more IMHO
 if we could focus on specific areas such as...
 - better toolbar layout (operator redo is far too cramped)
 - general panel layout, button spacing / placement, layout engine.
 - re-organizing 3d view header buttons / menu / display panel which is
 currently a shamozzel.

 William Ranish's blog post covered some of these issues.
 http://www.blendernation.com/2011/10/29/cleaning-up-the-blender-ui/

 The frustrating thing about UI discussions is they tend to go off
 topic far too quick and farly simple stuff gets overlooked/ignored, no
 consensus, nothing happens.


would it be useful if I start collecting things in a wiki page and we
start resuming problems there?

It would be:
- not a discussion page with long rants
- schematic
- possibly with mockups
- only focused on usability.
- divided it in areas (3d, properties, etc)

and I can help keeping it that way.

People might discuss here based on proposals collected there, and when
things or blocks of things get approved and fixed we move stuff away
or delete.

Cheers,
Luca
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Re: [Bf-committers] blender UI state

2012-01-19 Thread David Silverman
+1 to wiki page

On Thu, Jan 19, 2012 at 2:12 PM, mindrones mindro...@gmail.com wrote:

 Hi Campbell,

 On 19 January 2012 20:16, Campbell Barton ideasma...@gmail.com wrote:
  We've had many long UI threads on the ML before which just die out
  without much gained besides everyone airing their opinions (which
  often conflict).
 
  Rather then suggesting many random annoyances it would help more IMHO
  if we could focus on specific areas such as...
  - better toolbar layout (operator redo is far too cramped)
  - general panel layout, button spacing / placement, layout engine.
  - re-organizing 3d view header buttons / menu / display panel which is
  currently a shamozzel.
 
  William Ranish's blog post covered some of these issues.
  http://www.blendernation.com/2011/10/29/cleaning-up-the-blender-ui/
 
  The frustrating thing about UI discussions is they tend to go off
  topic far too quick and farly simple stuff gets overlooked/ignored, no
  consensus, nothing happens.


 would it be useful if I start collecting things in a wiki page and we
 start resuming problems there?

 It would be:
 - not a discussion page with long rants
 - schematic
 - possibly with mockups
 - only focused on usability.
 - divided it in areas (3d, properties, etc)

 and I can help keeping it that way.

 People might discuss here based on proposals collected there, and when
 things or blocks of things get approved and fixed we move stuff away
 or delete.

 Cheers,
 Luca
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Re: [Bf-committers] blender UI state

2012-01-19 Thread Gianmichele Mariani
+1 here too.

On Thu, Jan 19, 2012 at 10:26 PM, David Silverman
silvermindy...@gmail.comwrote:

 +1 to wiki page

 On Thu, Jan 19, 2012 at 2:12 PM, mindrones mindro...@gmail.com wrote:

  Hi Campbell,
 
  On 19 January 2012 20:16, Campbell Barton ideasma...@gmail.com wrote:
   We've had many long UI threads on the ML before which just die out
   without much gained besides everyone airing their opinions (which
   often conflict).
  
   Rather then suggesting many random annoyances it would help more IMHO
   if we could focus on specific areas such as...
   - better toolbar layout (operator redo is far too cramped)
   - general panel layout, button spacing / placement, layout engine.
   - re-organizing 3d view header buttons / menu / display panel which is
   currently a shamozzel.
  
   William Ranish's blog post covered some of these issues.
   http://www.blendernation.com/2011/10/29/cleaning-up-the-blender-ui/
  
   The frustrating thing about UI discussions is they tend to go off
   topic far too quick and farly simple stuff gets overlooked/ignored, no
   consensus, nothing happens.
 
 
  would it be useful if I start collecting things in a wiki page and we
  start resuming problems there?
 
  It would be:
  - not a discussion page with long rants
  - schematic
  - possibly with mockups
  - only focused on usability.
  - divided it in areas (3d, properties, etc)
 
  and I can help keeping it that way.
 
  People might discuss here based on proposals collected there, and when
  things or blocks of things get approved and fixed we move stuff away
  or delete.
 
  Cheers,
  Luca
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Re: [Bf-committers] blender UI state

2012-01-19 Thread Campbell Barton
@mindrones,
This could work but would like to know...

* Who in our existing UI dev team are interested to be involved (even
if only to review  approve proposals)?
  having feedback from existing UI mafia is nice so there is some
authority when a proposal is approved.

* Who works on this? are there new devs that want to be involved? if
so we could make some smaller tasks to have them start.

* Who manages this? - someone to set some direction, scrap wishlist
additions to wiki, kick people for feedback etc (pssst!, DingTo!)


if people don't like to be constrained too much they can write on
their own User blender-wiki pages first so the interface wiki pages
don't become a mishmash and its ensured ideas on the wiki have been
checked to be realistic.


On Fri, Jan 20, 2012 at 9:45 AM, Gianmichele Mariani
g.mari...@liquidnet.it wrote:
 +1 here too.

 On Thu, Jan 19, 2012 at 10:26 PM, David Silverman
 silvermindy...@gmail.comwrote:

 +1 to wiki page

 On Thu, Jan 19, 2012 at 2:12 PM, mindrones mindro...@gmail.com wrote:

  Hi Campbell,
 
  On 19 January 2012 20:16, Campbell Barton ideasma...@gmail.com wrote:
   We've had many long UI threads on the ML before which just die out
   without much gained besides everyone airing their opinions (which
   often conflict).
  
   Rather then suggesting many random annoyances it would help more IMHO
   if we could focus on specific areas such as...
   - better toolbar layout (operator redo is far too cramped)
   - general panel layout, button spacing / placement, layout engine.
   - re-organizing 3d view header buttons / menu / display panel which is
   currently a shamozzel.
  
   William Ranish's blog post covered some of these issues.
   http://www.blendernation.com/2011/10/29/cleaning-up-the-blender-ui/
  
   The frustrating thing about UI discussions is they tend to go off
   topic far too quick and farly simple stuff gets overlooked/ignored, no
   consensus, nothing happens.
 
 
  would it be useful if I start collecting things in a wiki page and we
  start resuming problems there?
 
  It would be:
  - not a discussion page with long rants
  - schematic
  - possibly with mockups
  - only focused on usability.
  - divided it in areas (3d, properties, etc)
 
  and I can help keeping it that way.
 
  People might discuss here based on proposals collected there, and when
  things or blocks of things get approved and fixed we move stuff away
  or delete.
 
  Cheers,
  Luca
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Re: [Bf-committers] blender UI state

2012-01-19 Thread mindrones
Hi,

On 20 January 2012 00:11, Campbell Barton ideasma...@gmail.com wrote:

 * Who manages this? - someone to set some direction, scrap wishlist
 additions to wiki, kick people for feedback etc (pssst!, DingTo!)

 if people don't like to be constrained too much they can write on
 their own User blender-wiki pages first so the interface wiki pages
 don't become a mishmash and its ensured ideas on the wiki have been
 checked to be realistic.

I can do the scrap wishlist additions to wiki part to collect
opinions in a global page.

Writing in own user pages is especially good because the main UI
page(s) wouldn't be cluttered and one can still write what he/she
wants on own space.

I can extract important and especially *schematic* blocks from user
pages and condense/organize them, so that at least the different
points of view are clear.
I'd link to user pages so one can read there if needed.

As for development, can't say :)

Luca
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Re: [Bf-committers] blender UI state

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

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

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

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

 Currently ctrl v,c and (x?)


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

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


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

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

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


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

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

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


...


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


...


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


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

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

New users are concerned about two things.

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

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

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

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

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

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

Re: [Bf-committers] blender UI state

2012-01-19 Thread Thomas Dinges
I am happy to review changes and read such a wiki page and give feedback.

Then we can see who can implement those changes.

Am 20.01.2012 00:11, schrieb Campbell Barton:
 @mindrones,
 This could work but would like to know...

 * Who in our existing UI dev team are interested to be involved (even
 if only to review  approve proposals)?
having feedback from existing UI mafia is nice so there is some
 authority when a proposal is approved.

 * Who works on this? are there new devs that want to be involved? if
 so we could make some smaller tasks to have them start.

 * Who manages this? - someone to set some direction, scrap wishlist
 additions to wiki, kick people for feedback etc (pssst!, DingTo!)


 if people don't like to be constrained too much they can write on
 their own User blender-wiki pages first so the interface wiki pages
 don't become a mishmash and its ensured ideas on the wiki have been
 checked to be realistic.
-- 
Thomas Dinges
Blender Developer, Artist and Musician

www.dingto.org

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Re: [Bf-committers] blender UI state

2012-01-19 Thread Knapp
On Fri, Jan 20, 2012 at 4:50 AM, Jorge Rodriguez
jo...@lunarworkshop.com wrote:

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


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

As I said before I find it hard to hit things like shift or Ctrl etc
so sometimes I press Ctrl-s when I wanted shift-s. The confirm solves
this problem. Having an undo that undoes saves? Might work, if you
knew that you had saved.

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

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


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

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

Yes, and then open blender and recover last session and you are back
to normal with a moved cube at lest on Linux.


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

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


 2. Select something to edit. Using left click like everything else does.
 Nobody cares that right click is superior - they already closed Blender
 because how the hell do you select things? Really I have no idea how right
 click select has persisted this long.

Yes it is really odd at first but I think it has persisted so long
because it is a much better system. I know that after using blender
for about 3 weeks I started wish, really really wishing that all other
GUIs worked like blender because it was so much better! (talking 2.4
here). Other users have said the same thing to me.

There are a lot of teachers on the teacher list that think switching
left and right click is way better for teaching and they teach the
program with these settings as default.

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

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

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


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

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


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

-- 
Jorge Vino Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
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[Bf-committers] blender UI state

2012-01-18 Thread Vilem Novak
Hello, 
about a year ago I wanted to start a discussion about the UI of blender, also 
making some proposals.
While the UI recode project brought some really nice changes, I was very 
surprised that the project somehow stopped somewhere in the middle. In between 
work has been done on issues like antialiasing and some minor details in the 
ui, while the big issues are largely ignored. So I would like to ask what are 
the reasons. Was there no more time or will to finish the UI project? 
Sincerely, I consider blender UI very cluttered and not much more effective on 
the user side. Of course, code - wise the changes are beautifull, allowing so 
much easier integration of scripts and a lot more.
Issues I am talking about are mainly - 
no tabs, endless scrolling and inconsistent height of ui thanks to the folding 
of various panels and even changing the order of the panels(with tablet very 
easily accidental).
last operator area and tool area conflicting - neither one has reasonable 
space, looks like a bad joke and forces you go fullscreen and back all the time.
lots of stuff in the  n-key areas, which basically replace and duplicate 
property window functionality.
right-click menus and preset system are other of the todos of the project I 
remember...

. Of course I appreciate the work of the coders and I see the constant 
improvement also in the UI area, just would like to start at least a little 
discussion about this.
Cheers
Vilem Novak

  
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Re: [Bf-committers] blender UI state

2012-01-18 Thread mindrones
Hi,

big +1 from me.


On 18 January 2012 12:33, Vilem Novak pildano...@post.cz wrote:
 no tabs,

+1, IMO the paradigm used for contexts should be used also in panels,
adding a new row of tab icons to avoid scrolling

 endless scrolling

big +1

 and inconsistent height of ui thanks to the folding of various panels and 
 even changing the order of the panels(with tablet very easily accidental).

+1

re: adaptive ui panels diomensions, it's very annoying how the ui
shrinks removing pieces of labels text, it makes no sense to me

 last operator area and tool area conflicting

+1

  forces you go fullscreen and back all the time.

on a small monitor, definitely agree


This is one of those things that makes me a bit angry when new cool
features are added in. It makes no sense to me to have a new fantastic
modifier and leep basic problems unsolved.

An example being the outliner not being consistent: clicking on a mesh
icon brings you in edit more, or clicking on a constraint takes you to
the constraints context, but then clicking on a material icon doesn't,
why?
Another example is when you rename objects and their constraints
update the referenced object, but in some other relationships cases,
renaming objects brakes the relationship, and so on.
Or, you can do actions on hidden but selectable objects, and suddenly
you find objects in weird places.
I know you are supposed to know what you are doing but often you're
tired, or objects are spanned in too many layer to recall them all, so
a good UI should help you.

After all Blender is the machine, I'm the human!

UI and workflow are much more important things than new features,
because you use them everyday over and over.
It would be fantastic to see a project only focused on fixing
annoyances/inconsistencies and on improving efficiency.

And btw, I miss the OOPS :/

Regards,
Luca
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Re: [Bf-committers] blender UI state

2012-01-18 Thread Damir Prebeg
I agree with everything said. Blender interface currently looks
unfinished and more as a testing field for different 3D tools. Someone
has had nice idea what to do with but it looks like he lost that idea
and now UI floats as unfinished experiment.

big +1.

On 18 January 2012 13:07, mindrones mindro...@gmail.com wrote:
 Hi,

 big +1 from me.


 On 18 January 2012 12:33, Vilem Novak pildano...@post.cz wrote:
 no tabs,

 +1, IMO the paradigm used for contexts should be used also in panels,
 adding a new row of tab icons to avoid scrolling

 endless scrolling

 big +1

 and inconsistent height of ui thanks to the folding of various panels and 
 even changing the order of the panels(with tablet very easily accidental).

 +1

 re: adaptive ui panels diomensions, it's very annoying how the ui
 shrinks removing pieces of labels text, it makes no sense to me

 last operator area and tool area conflicting

 +1

  forces you go fullscreen and back all the time.

 on a small monitor, definitely agree


 This is one of those things that makes me a bit angry when new cool
 features are added in. It makes no sense to me to have a new fantastic
 modifier and leep basic problems unsolved.

 An example being the outliner not being consistent: clicking on a mesh
 icon brings you in edit more, or clicking on a constraint takes you to
 the constraints context, but then clicking on a material icon doesn't,
 why?
 Another example is when you rename objects and their constraints
 update the referenced object, but in some other relationships cases,
 renaming objects brakes the relationship, and so on.
 Or, you can do actions on hidden but selectable objects, and suddenly
 you find objects in weird places.
 I know you are supposed to know what you are doing but often you're
 tired, or objects are spanned in too many layer to recall them all, so
 a good UI should help you.

 After all Blender is the machine, I'm the human!

 UI and workflow are much more important things than new features,
 because you use them everyday over and over.
 It would be fantastic to see a project only focused on fixing
 annoyances/inconsistencies and on improving efficiency.

 And btw, I miss the OOPS :/

 Regards,
 Luca
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Re: [Bf-committers] blender UI state

2012-01-18 Thread David Silverman
+1

N toolbar area is a mess. We need tabs or something. Plus I hate being in
sculpt mode, and having t go back to object mode to set the object normals
to smooth. It's an example of how the N toolbar doesn't help as is.
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Re: [Bf-committers] blender UI state

2012-01-18 Thread Thomas Dinges
Toolbar is T, not N. N is the Properties Region ;-)

Am 18.01.2012 18:12, schrieb David Silverman:
 +1

 N toolbar area is a mess. We need tabs or something. Plus I hate being in
 sculpt mode, and having t go back to object mode to set the object normals
 to smooth. It's an example of how the N toolbar doesn't help as is.
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www.dingto.org

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Re: [Bf-committers] blender UI state

2012-01-18 Thread Knapp
On Wed, Jan 18, 2012 at 1:07 PM, mindrones mindro...@gmail.com wrote:

 This is one of those things that makes me a bit angry when new cool
 features are added in. It makes no sense to me to have a new fantastic
 modifier and leep basic problems unsolved.

There are a LOT of problems with the GUI but the thing is that you
have no one to be angry at. This is open source. That means that I
write what I want to write. If that is something really cool like
Dynamic Paint and that is what I am into, then that is what I will
write and there is NOTHING anyone can do to make me write GUI code.
This is the nature of open source. So if you are really bugged by this
GUI problem,then I suggest you do the code writing or at least help
with it in some way that you can.

Problems that I see;

Entering an image series in video editor is not done the same way as
in the composition nodes.

Film strips and nodes are added where the mouse is. Great unless you
happen to be clicking the add button. It was way better in 2.4 with
film strip adding. It stuck to the mouse and then you dropped it where
you wanted it. A MUCH better work flow, I think.

When you have a small screen (or even a big one with many sub-screens)
you have to grab and slide your tools list at the bottom of the window
to get to them each time. I would love to have an option to set the
row length here or not, a line wrap feature.

I know there are others but these are the top two on my mind today.

The VSE and the movie editor are almost the same thing. Should they
not be the same thing but with buttons on the bottom to switch
functions like the compositors?

-- 
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] blender UI state

2012-01-18 Thread Gianmichele Mariani
Just wanted to add a few notes here.

I tend to agree that the interface feels a bit unfinished, but I also think
that is not so far away from being really good.

Even though there's been a lot of work done to customize toolbars and
panels, there are still a few things missing:

- we can't create a custom toolbar and associate it to a key stroke. Since
there's only one toolbar per mode, this becomes quite easily cluttered. I'd
love to show you what it looks like with Gilga rig from Tube, and believe
me this is nothing more than what i consider a standard interface for a rig

- we can't use images directly from disk to put them in the toolbar or
anywhere else. Only the one compiled in the source are available. Users
shouldn't be bothered to compile their own version just to get a new icon
available!

- pie menus anyone?

I am VERY happy with Blender but the interface needs to continue moving
forward like all the other features otherwise it could become a bottleneck
again.

.Gian

On Wed, Jan 18, 2012 at 6:20 PM, Knapp magick.c...@gmail.com wrote:

 On Wed, Jan 18, 2012 at 1:07 PM, mindrones mindro...@gmail.com wrote:

  This is one of those things that makes me a bit angry when new cool
  features are added in. It makes no sense to me to have a new fantastic
  modifier and leep basic problems unsolved.

 There are a LOT of problems with the GUI but the thing is that you
 have no one to be angry at. This is open source. That means that I
 write what I want to write. If that is something really cool like
 Dynamic Paint and that is what I am into, then that is what I will
 write and there is NOTHING anyone can do to make me write GUI code.
 This is the nature of open source. So if you are really bugged by this
 GUI problem,then I suggest you do the code writing or at least help
 with it in some way that you can.

 Problems that I see;

 Entering an image series in video editor is not done the same way as
 in the composition nodes.

 Film strips and nodes are added where the mouse is. Great unless you
 happen to be clicking the add button. It was way better in 2.4 with
 film strip adding. It stuck to the mouse and then you dropped it where
 you wanted it. A MUCH better work flow, I think.

 When you have a small screen (or even a big one with many sub-screens)
 you have to grab and slide your tools list at the bottom of the window
 to get to them each time. I would love to have an option to set the
 row length here or not, a line wrap feature.

 I know there are others but these are the top two on my mind today.

 The VSE and the movie editor are almost the same thing. Should they
 not be the same thing but with buttons on the bottom to switch
 functions like the compositors?

 --
 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] blender UI state

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

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

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

-- 
Jorge Vino Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
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