[Bf-committers] Re: [Bf-blender-cvs] CVS commit:
blender/source/blender/include BIF_transform.h
blender/source/blender/makesdna DNA_scene_types.h
DNA_view3d_types.h blender/source/blender/render/intern/source
texture.c blender/source/blender/src
Jason Saunders
blenergetic at gmail.com
Fri Mar 18 22:16:54 CET 2005
Yeah, makes sense to me - get it all working before we experiment with
transform workflow :)
I agree that this is a *very* welcome addition regardless of the
click-drag workflow, and i can see where that would be beneficial as
well (character posing, as you said). I realise its an option, but i
think that its too fun of a toy to turn on and off all the time ;)
After workflow methods are tried out, perhaps there could be a user
pref. if no one agrees? (although, that would be a weird thing to have
as a preference...)
ideas anyone? :)
On Fri, 18 Mar 2005 13:25:47 +0100, Ton Roosendaal <ton at blender.org> wrote:
> Hi,
>
> 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'
> transform.
>
> 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
> character posing.
>
> 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
> very well.
>
> -Ton-
>
> On 18 Mar, 2005, at 12:36, Ton Roosendaal wrote:
>
> > Hi,
> >
> >> 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!
> >
> > -Ton-
> >
> >
> >>
> >>
> >> On Thu, 17 Mar 2005 14:59:13 -0800, joeedh <joeeagar at prodigy.net>
> >> wrote:
> >>> 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
> >>>> DNA_view3d_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
> >>>> transform_generics.c
> >>>>
> >>>> Log:
> >>>> 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
> >>>> while-hold-move-release
> >>>> - 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'
> >>>> transforms
> >>>> 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'
> >>>> mode
> >>>>
> >>>>
> >>> Cool. Will there be buttons to switch from grab widgets to rotate to
> >>> scale ones, like in most apps, perhaps on the view3d header?
> >>>
> >>> joeedh
> >>> _______________________________________________
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> >>
> > -----------------------------------------------------------------------
> > ---
> > Ton Roosendaal Blender Foundation ton at blender.org
> > http://www.blender.org
> >
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> >
> ------------------------------------------------------------------------
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> http://www.blender.org
>
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