[Bf-committers] Re: [Bf-blender-cvs] CVS commit:
ton at blender.org
Fri Mar 18 13:25:47 CET 2005
And forgot to clearly state; this is an *additional* method for
transform in Blender, which should be easily turned on/off, and
hopefully I can get working very pleasant next to methods from 'old'
In many ways the transform tools in Blender really performed excellent,
especially for intuitive speed. There are situations however where a
manipulator can work easier/faster too, I've seen that for example for
You can see it like this; we could add manipulators because:
- 30% for marketing (being compliant to market standard)
- 30% for noob friendly learning (and for visual video tutorials)
- 30% to improve useability of Blender in specific cases
- 10% it's a fun toy!
Having both methods next to each other, designed to be complimentary
(hotkey/gesture/speed/intuition vs. mouse-driven/visual/easy) can work
On 18 Mar, 2005, at 12:36, Ton Roosendaal wrote:
>> However, i think the "click, move while hold, release" workflow goes
>> against blender's speed and efficiency. A much nicer solution, IMO,
>> would be to just click the "arrow" or the dot in the middle, and have
>> it immediately enter transform. In other words, clicking the red arrow
>> would be exactly the same as hitting G then X. This way we don't have
>> to hold and drag to transform objects.
> I realize that. Both options can be easily experimented with. I've
> always defended working methods with minimal strain (like how
> transform works now). For these widgets however, I tend to
> treat/perceive them as "2d buttons" (like number sliders) which by
> default are while-hold as well. That's also the common standard for
> such manipulators, and it doesn't feel to me as conflicting with
> Blender conventions. In contrary, it feels like conforming to our UI
> widget convention to me. :)
> But, let me first finish all manipulator types, type switching, the
> local/global/normal orientation, and make sure it works bugfree!
>> On Thu, 17 Mar 2005 14:59:13 -0800, joeedh <joeeagar at prodigy.net>
>>> Ton Roosendaal wrote:
>>>> ton (Ton Roosendaal) 2005/03/17 22:31:49 CET
>>>> Modified files:
>>>> blender/source/blender/include BIF_transform.h
>>>> blender/source/blender/makesdna DNA_scene_types.h
>>>> blender/source/blender/render/intern/source texture.c
>>>> blender/source/blender/src drawview.c edit.c header_view3d.c
>>>> headerbuttons.c space.c transform.c
>>>> transform.h transform_constraints.c
>>>> So! Finally a show-off of the *power* of Martin P's work! :)
>>>> - Made framework for 3d Transform Manipulators (widgets)
>>>> - The Manipulators act like '2d buttons', by default with
>>>> LeftMouse and with
>>>> - Implemented now: Translation Widget, which allows:
>>>> - four hotspots for axis grab or view-aligned grab
>>>> - center defined by 'around' setting
>>>> - SHIFT+LMB gives planar constraint on other 2 axes
>>>> - works in Object mode and Edit mode (not posemode yet)
>>>> Enable it with (temporal) icon in 3D header. All other 'normal'
>>>> then keeps working btw.
>>>> On the todo for this widget:
>>>> - choice for Global, Local or Normal orientation
>>>> The way the widgets are going to work is in review still. Commit
>>>> is also for
>>>> Matt for his proposal/paper on topic.
>>>> Some notes regarding this project;
>>>> - no life updates (on mouse over) like 3DS, I think that's neurotic
>>>> - on click, dominant axis changes to theme defined "Transform"
>>>> color, other axes disappear, like maya
>>>> - manipulater size is fixed preset, independent zoom.
>>>> - manipulator follows selection, and is located based on 'around'
>>> Cool. Will there be buttons to switch from grab widgets to rotate to
>>> scale ones, like in most apps, perhaps on the view3d header?
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