I don't think icons are bad, not being able to put more than 3 or 4 characters in the button is the problem.
And about repeat. I must add that Softimage has a "g" repeat button (unassigned in the default SI keyboard layout I think) and the middle click one as two different tools. Personally I use both all the time in SI. Martin On Wed, Mar 26, 2014 at 4:28 AM, Octavian Ureche <okt...@gmail.com> wrote: > Icons are great for people comfortable with the application, not that much > for everyone else. A perfect example of an elegant solution would be what > the sidefx dev team did when doing their own version of "the shelf". They > added 3 modes for displaying it: icons, text and icons with text > underneath. The shelf in maya, has always been icons only. Yes you can > hover the mouse over the icons and it will show you what that icon > represents, but it's pretty annoying to have to do that all the time, or > learn the shapes of the icons. Yes, you can also hack it, by building your > own custom color square, and use that for every single shelf button, and > then add a custom label for each, taking into account that you can't use > more than 6 or 7 letters for each square, thus reducing things like "rigid > link" to "rgdlnk"...and this is exactly the point - this is the maya > way...hacking your way through with a mental machete, instead of just > having things layed out elegantly in front of you. > The truly great thing about text is that it is usually consistent > throughout all 3d applications. > A sphere, an extrude, a cut, a material, a vertex etc, are all usually the > same in all apps, or similar concepts very easy to translate mentally. > While a square cut in 4 sides with one side greenish and arrow pointing at > it (component selection icon), or a set of bowling pins with a large circle > around them (rigid body from selection) is only in maya. If i am a max, > lightwave, c4d, houdini, xsi etc user, and i see a set of bowling pins, how > does that make me think of rigid bodies from selection? i could think of > nurbs or game engine tools or shading or who knows what. Each of us > understands an image differently, but a "rigid body from selection" is the > same to everyone working in 3d. > > Does this make sense? > > Cheers, > Octav > > > On Tue, Mar 25, 2014 at 8:56 PM, Andy Goehler < > lists.andy.goeh...@gmail.com> wrote: > >> Would you want to ged rid of that massive arrow in the MCP too? :-) >> >> Icons have their place, they need to communicate well and be used with >> care. The Nuke toolbar icons work great IMHO. >> >> Cheers, >> >> Andy >> >> > On 25.03.2014, at 17:40, Paul Griswold < >> pgrisw...@fusiondigitalproductions.com> wrote: >> > >> > 1. Text based everything - I hate the shelf in Softimage as well as >> the UV editor. Get rid of icons entirely. >> >> > > > -- > Octavian Ureche > +40 732 774 313 (GMT+2) > CG & VFX > www.okto.ro >