[Bf-funboard] editbuttons layout update.

Luke Wenke bf-funboard@blender.org
Wed, 15 Oct 2003 15:08:26 +1000


From: "William Reynish" <wreynish@yahoo.dk>
To: <bf-funboard@blender.org>
Sent: Wednesday, October 15, 2003 2:02 PM
Subject: Re: Re: [Bf-funboard] editbuttons layout update.


>> I think in the vertical layout the borders [between the button groups]
can get too big, and not
>> really add to visual calmness...
> What if I made the border smaller?
I guess that would help, but maybe the borders aren't necessary - I mean the
buttons are already grouped quite clearly anyway, or at least they are in
the original blender.

> I have never used Hash or Xsort. Ifact I don't have clue what they do (I
have read the tooltips, but
> I don't get it.) But you seem to know what they do, so you must be right.
I forgot to change this.
The vertices would have numbers. e.g. one would be called vertex 0, another
would be vertex 1, etc. Xsort would assign the vertices vertex numbers
(vertex indices/indexes) according to its X position. Hash works out the
vertex numbers in a pseudo-random way... but if you keep on pressing it you
keep getting the same result. (Maybe it involves the verties' positions).
You'd mainly use it for particles - if you want the particles to come out in
a fairly random way you'd use hash, otherwise you'd use Xsort to make the
particles begin in a very orderly "follow the leader" kind of way.

>> It looks like you're doubling up with the extrude/screw/spin toggle
>> buttons.
> I don't see that I'm doubling up, infact I meant to do the opposite.
Currently there are buttons
>called 'extrude dup' 'spin dup'. Now, if you would like to make duplacate
extrusions, you would >press the Extrude/Screw/Spin Duplicates (I could
rename it just to Duplicates, but it is less
>explanetory) button, and then hit Extrude.
I can see Spin Dup and ExtrudeRepeat. No "Extrude Dup" or "Screw Dup". So
there shouldn't be a big "Extrude/Screw/Spin Duplicates" button.

>> The combined set should be removed.
> I'm sorry I don't know what you are referring to.. What set?
The big button.

>> Assign and remove for vertex groups and materials should be next to
select and deselect
> I disagree, because Select referres to the currently selected vertex group
and selects all vertices in
> that group. It doesn't have much to do with assigning and removing.
It can... e.g. you could go to one group, click select, then go to another
group (which has some vertices in common) and click remove - to remove the
vertices that were in the first group from the second group.

>> For vertex groups it looks like that assign and remove are in the
weighting category.
> They are. Assign applys the specified weight to the selected vertices. So
Assign and Remove is
> very much to do with weighting. Infact, those ARE the three buttons you
would use when
> weighting a mesh.
But you've got them separated into a different "Weighting" group as if
assign and remove can only be used in the context of weighting... I use
assign and remove a lot and have never touched weighting. I use assign and
remove to adjust which vertices are part of the vertex group. e.g. I might
use "select" to select the vertices in the group... then I might need to add
some to the group so I'd select some more (using "b" or shift-RMB) and then
use "assign".

> I don't remember seeing "drawspeed" before...
> No, I forgot to mention this. The idea is that it functions just like the
current Draw Faster and
> Draw Slower, only that you had more control.
I just noticed you can click on "Draw Slower" multiple times to reduce the
mesh quality. (I got that idea from your numerical drawspeed thing) I think
Drawspeed maybe isn't such a good name... maybe DrawQuality or something...
that implies that less quality can mean faster speed (though it doesn't
guarantee noticeably faster speed). The method it uses to reduce the quality
probably involves drawing every 2nd, 4th or 8th, etc, edge. And it seems to
only work in wireframe mode. Maybe it could be "WireQuality".... and it
looks like blender forgets it as soon as you exit editmode, so it seems
pretty useless to me, since in editmode you're only dealing with objects
with a maximum of 64,000? vertices.
- Luke.