; complicated to drop in a button between others. It's nice to allow
> flexibility but in the end I think you mostly want e.g. a row of icons
> for a toolbar, or undocking some panel, .. ? So it may not need that
> many layout code changes, that seems lower priority to me.
>
> Br
Micheal,
It's clear that you have some beef with me and I understand that. I don't
agree with a lot of the things you have said about me, but I won't argue
about them with you since it's clear that we won't agree. I think I may
have not made myself clear, which is a common problem that I have, so
I need a place where I can put a UI-related temporary variable for storing
things such as what was the last button pressed and when did the last
tooltip close. It must be in some scope that's visible to and accessible by
all controls. I can't put it in RNA because those things are stored to the
har
of the
> control", options={'SKIP_SAVE'})
>
> Or in C:
>
>prop = RNA_def_int(ot->srna, "prop_name", 1, 1, INT_MAX, "Prop
> Name",
> "", 1, 10);
>
>RNA_def_property_flag(prop, PROP_SKIP_SAVE);
>
>
You'
On Thu, Jun 21, 2012 at 3:57 PM, Dan Eicher wrote:
> On Thu, Jun 21, 2012 at 3:00 PM, Jorge Rodriguez
> wrote:
> > This would be perfect but I can't find a place to use it that's not part
> of
> > an operator. There's no single operator responsi
Oops! Accidentally hit enter.
You're right, they wouldn't care. I'm not trying to expose anything to
python, I'm just trying to find a good place to store this thing without
resorting to a global variable.
On Thu, Jun 21, 2012 at 4:07 PM, Jorge Rodriguez wrote:
> You'
Uncle_Entity suggested in IRC that I should try G or G.main. G has a lot of
assorted, almost random stuff in it. It's not the best place for it since
it's still a glorified global, but it's not serialized to disk and it
wouldn't have other averse consequences like exposing to Python scripts. I
thin
els of code.
>
> So, don't just make an "extern float last_tooltip_close_time", but
> write a sensible interface for it like the other thousands of "global"
> functions in Blender.
>
> Even if someday we add dimensional sliding and time travel libraries
> t
On Fri, Nov 2, 2012 at 5:00 AM, Sean Olson wrote:
> you would have to make a
> steam-blender that integrates with steam API and installs into their folder
> structure.
I don't think you would have to do anything of the sort. There's no "Steam
folder structure" it's really just a package deliver
Hello Blender devs!
I've been scratching an itch lately and working on a few features that I
would like to see in Blender. I made a video so you can see how it works.
http://youtu.be/zcEvpjXlIfs
Here's the video in brief:
* I added a new tool, a *context-sensitive transform tool*, that does a
d
On Tue, Jan 17, 2012 at 11:42 AM, Knapp wrote:
> It looks good but I would need to try it out to be sure. My one
> question is does RR still work? That is a command that I use a LOT.
>
Sorry not familiar with the lingo, what is RR? Is it changing rotation type
to and from trackball? Because yes
On Tue, Jan 17, 2012 at 12:54 PM, Knapp wrote:
> Yes, that is what it is. The lingo is just the short cut key(s) used
> to activate it. I am not sure I like having it moved to shift R
> because it still has not sunk in that I must use b and c instead of
> the old b and bb. Seems like a similar pr
Then the solution I would suggest is to bind one rotation type to R and the
other to perhaps Shift-R. It's the same amount of keypresses either way. I
feel like, although the current workflow is changed by this method, the
overall workflow becomes faster and more intuitive, so it's worth it.
--
J
A quick note just so we can all remain on the same page. When I'm talking
about rotation in this topic, I'm referring to when the user is rotating an
object and the view remains the same. I'm not referring to when the user is
rotating the view. This feature does not affect view rotation.
On Tue, J
The patch is now available here:
http://projects.blender.org/tracker/index.php?func=detail&aid=29919&group_id=9&atid=127
I would love it if people could try it out and inform me of any problems or
suggestions. I would be happy to update the patch given feedback.
Following is a reprint of the pat
ort both (which
> might be what you did, haven't looked at the patch yet) and then discuss
> what the default keymaps/options should be.
>
>
> I'll get back to you once I've had a good look at your patch.
>
> Thanks,
>
>
> Martin
>
>
> >_
On Wed, Jan 18, 2012 at 9:48 AM, Tobias Oelgarte <
tobias.oelga...@googlemail.com> wrote:
> It bugs me that it
> destroys the option to add additional options to the tools by just
> pressing the same button multiple times. That is very quick and
> intuitive. I would not like to trade it against a
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.
* Pan
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 wrote:
> >
On Thu, Jan 19, 2012 at 11:33 AM, Yousef Hurfoush wrote:
> i patched and tested, clumsy:
>
> if you select and move right away it acts like hold and up (it transforms
> and confirms automatically!)
> , although i like the idea of holding and release on key up.
>
I'm sorry. Can you explain this b
On Thu, Jan 19, 2012 at 9:23 PM, Knapp 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. Th
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 wrote:
> Everything needed to operate Blender
Unless I'm misunderstanding, that behavior is intentional. The patch adds
two features, one being tap to confirm, the other being drag and drop.
Now that I think about it, I should make drag and drop an option also.
On Sat, Jan 21, 2012 at 8:29 AM, Yousef Hurfoush wrote:
>
> >
> > I'm sorry. Ca
tional. They default to off. To turn them on you can go into the user
preferences, 3D view, and expand the Grab command, and they should be there.
Let me know if you have any trouble or feedback. I love feedback.
On Tue, Jan 17, 2012 at 7:43 PM, Jorge Rodriguez wrote:
> Thanks Martin I'd appr
I'm using MSVC, CMake, VS10 generator, and I'm pretty sure I've seen errors
related to this. It may not be all versions or configurations of MSVC.
On Sat, Jan 21, 2012 at 5:29 PM, Dalai Felinto wrote:
> I actually built on OSX with cmake+make (using framework gcc I think).
> So we need to expand
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
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
___
I've been struggling with this error for a while. Can someone give some
insight?
...
x _multiprocessing.pyd
x _pyio.py
x _socket.pyd
x _sqlite3.pyd
x _ssl.pyd
x _strptime.py
x _testcapi.pyd
x _threading_local.py
x _tkinter.pyd
x _weakrefset.py
x __future__.py
x __phello__.foo.py
CPack: Create pa
On the topic of bound select: I made some changes that allow for, instead
of bound select, a sort of drag-select wherein the user drags the mouse
over the specific things he wants selected. I modified the circle select to
make it. It's a bit more precise than a bound select. If you want to try it
o
I know that this will be an unpopular suggestion but I will raise it anyway.
I would like the team to consider turning the 3D cursor off by default. Not
shown and not settable until turned on. Reasons:
1) It's a specific feature used for specific things, new users don't need
to see or understand
On Fri, Mar 2, 2012 at 4:33 PM, Harley Acheson wrote:
> > I would like the team to consider turning the 3D cursor off by default.
>
> I would be happy just to *lock* it in place.
>
> I use it and love it, but it is never where I want it when I need it
> because
> I'm always accidentally moving it
The thread is named "3D Cursor and Border Select" and I am discussing a
solution to your problem of the 3D cursor which you described in your first
post:
On Sat, Feb 25, 2012 at 4:29 PM, Daniel Salazar - 3Developer.com <
zan...@gmail.com> wrote:
> In my personal use experience and more importantl
I did some work on this that you may find useful as part of my UI changes
to Blender. This is a patch against 2.61 that automatically confirms circle
select when the mouse is released. If you use this patch and b
https://github.com/BSVino/Blender/commit/1c4ddd21eb3eb9b4959587984343640da6b7fa72
I
Hello! I've submitted my GSoC proposal about making an interface for
Blender that is targeted to new users:
http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/vino/21001
I would love to hear some feedback and thoughts on how I can improve the
proposal and thus my chances of it bei
Perhaps I named my proposal wrong. My intention is not to make a crippled
UI only for first-time users. My intention is to make a full UI that is
easier to understand and would fully support everything Blender has to
offer, just as the default Blender UI has right now. It will not be a
"second" UI,
While we're on the topic, I was able to discover no straightforward way up
updating a patch when I wanted to revise mine. I couldn't figure out how to
upload a new attachment for my patch. I had to submit a new patch.
--
Jorge "Vino" Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
After speaking more closely with some Blender developers I have withdrawn
my previous proposal and formulated a draft of a new proposal. This
proposal assembles a list of user interface items to work on from the Wiki,
from bug reports, from interactions I have had with some Blender community
member
On Sun, Apr 1, 2012 at 3:12 AM, Campbell Barton wrote:
> * would not be accepted into blender (probably you we'rent to know but
> pre-select highlighting wouldnt be accepted, Ton doesn't like it)
>
Really? How strange. What's the objection? He doesn't want it even as an
option?
* are very very e
On Sun, Apr 1, 2012 at 8:25 PM, Campbell Barton wrote:
> Even if you dont have big-ticket tasks, would like to see clear
> direction - "Improve usability" - is fine but give ~3-6 key areas you
> will work on to do so.
>
So the takeaway here for me is to find a few specific areas of Blender such
a
On the topic of mode switching:
I did some work on this in my own keymap and my approach was to reduce the
number of keystrokes and mouse clicks to switch modes. Currently to switch
among edit modes (vertex, edge, face) you must press the hotkey and then
choose with the mouse. That involves a bit
I don't think that has any effect on what I suggested. That all remains the
same, but you remove an abstraction layer which groups the three edit modes
inside a parent mode.
It's not an issue of changing how it's implemented, but rather of changing
how it's presented to the user. Currently the pre
I've been thinking about number keys and edit modes. It's been suggested
that the modes be bound to the number keys. I'm all for this. I also would
like to propose that shift plus a number key adds an edit mode. Ctrl +
number key can remove a mode.
Example suppose a user inputs this series of keys
Thanks for accepting me into GSoC! I'm so excited!
My email from Google says,
Now that you've been accepted, please take the opportunity to speak with
your mentors about plans for the Community Bonding Period: what
documentation should you be reading, what version control system will you
need to
Last exam is on the 24th, I can start on Blender on the 25th. Since I
already have a good bit of Blender coding experience, hopefully I'll be
able to hit the ground running :)
I'll save the technical details for the gsoc list.
--
Jorge "Vino" Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919
You're doing a great job in your new key map and I'd love to support you
any way I can. My GSoC project is UI-based but if you can persuade my
mentor to let me work on this too then I'd gladly be your code monkey.
--
Jorge "Vino" Rodriguez
jo...@lunarworkshop.com
twitter: VinoBS
919.757.3066
As part of my GSoC I'm going to be implementing some floating buttons in
the 3D view. It should help with usability, with reducing clutter in the
properties/tool panels, and with tablet users. I'd like some Blender devs
to please review it and make comments so that I can revise it before it's
updat
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