I kinda get what you mean (although I am unsure of how to judge this - as the
same thing ['lack of flexibility'] could also be phrased 'exactly know what you
(dont) want')
Still, I am pretty sure having implemented any of the photoshopish UI
suggestions would
(a) not have solved the most itching
Well, basically a lack of flexibility, which he attributes to the
software/code itself,
while the way the article is written seems to point more at a lack of
flexibility of the people "making" Blender.
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-com
Hi Leendert, what exactly is his response telling you?
> "Leendert A. Hartog" hat am 5. Mai 2014 um 16:12
> geschrieben:
>
> Thomas Volkmann schreef op 5-5-2014 16:07:
>
> > > The crtiticism of Blenders UI had some valid points, but his
> > > proposals to make it better were ho
agree that AndrewPrices suggestions were valid in some scenarios but not the
ideal solution in many scenarios...
agree on z-up as well (has its origins in OpenGL I think), BUT: where exactly
can this not be worked around? IO addons/functionality in blender usually comes
with an option for "which ax
Thomas Volkmann schreef op 5-5-2014 16:07:
The crtiticism of Blenders UI had some valid points, but his proposals
to make it better were horrible as hell.
True, but I wanted to address mister Roosendaals response, not the
original critique,
as I found mister Roosendaals response rather tellin
The crtiticism of Blenders UI had some valid points, but his proposals to make
it better were horrible as hell.
The UI isn't really that bad! Differen't but not (that) bad.
As for the non-negotiable z-up axis: 3dsMax is z-up as well (wich really isn't
a plus for either Blender or Max, but it sho
I don't think Blenders GUI is the big problem either.
The big problem would seem to be the somewhat rigid thinking behind it,
as demonstrated by mister Roosendaals rebuttal of Andrew Price's
criticism of Blenders GUI.
Ton Roosendaals comments can be found here, BTW: http://waa.ai/44Gx
Greetz
Le
GUI is not that bad, just a few hints helps going through like setting
input preferences to "maya mode" so you go back to select using lmb rather
than rmb. GUI is very smart and you can very easlily split and merge views
which makes layout customization very fast. The major issue remains a
non-nego
Blarg...I was "repulsed" :P not "revulsion"
On Mon, May 5, 2014 at 5:45 AM, Eric Turman wrote:
> I was revulsion to when I tried Blender a couple of months ago; I was
> horrified that the direction they went in interface revamp was to choose
> inspiration from 3Ds Max. Lots of icon tab deck an
I was revulsion to when I tried Blender a couple of months ago; I was
horrified that the direction they went in interface revamp was to choose
inspiration from 3Ds Max. Lots of icon tab deck and drilling down through
menus...Max has one of the worst interfaces that I can think of .
On Sun, May 4
The major issue is a non-negociable Z-Up which makes it very difficult to
integrate within any existing animation pipeline.
On Sat, May 3, 2014 at 10:41 PM, Dan Yargici wrote:
> It's strange, I heard that also but I've not really found that to be the
> case. It's different, but so's Maya, Modo
It's strange, I heard that also but I've not really found that to be the
case. It's different, but so's Maya, Modo and Houdini. It's certainly not
as slick as Softimage in that regard, but perfectly easy to get on with
IMO. At least I think the complaints regarding interaction, while not
totally
>From what I saw Blender's one of biggest problem is UI and inconsistency
through out tools.
One thing do something in one tool, and completely different in another
tool and window.. making HUGE hit on workflow and learning curve.
That is for me it feels like a bunch of good ideas duck-taped togeth
I've just slapped together this video to really quickly run through a few
of the features of Blender for those that might not know anything about it.
I find it can be quite an eye-opener for people when they first see these
things that we've been longing for for so long in Softimage.
https://vime
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