[Bf-funboard] editbuttons layout update.

Luke Wenke bf-funboard@blender.org
Wed, 15 Oct 2003 23:06:31 +1000


> Have you not used the sliders in the action window? If you haven't, it
proves that the sliders placement is illogical. If they had resided
> in the IPO window, maybe you would have found them.
See my "current RVK GUI criticism" email... I've found them now.

> Hmm.. I have to disagree. One of the main reasons for reorganising the
button windows is that the buttons are currently placed quite >illogically.
I have showed the two versions (with and without borders) to my old dad(he
doesn't know of Blender, but he understands how 3d >work, and has used a
few), and he thought the one with the borders was much clearer. He started
guessing what the buttons did (sometimes >correct, sometimes not though).
With the one without the borders, he was just confused. He couldn't properly
see what was what, and to him
>it looken alot more complicated.
What if you have vertical dividing lines (that don't touch the top or bottom
of the window) in the horizontal layout, and vice versa (for the vertical
layout)...?

> I'm sorry, but I still don't get it! :) I didn't know that the vertices
had numbers!?
The computer has to keep a track of them somehow... it uses the numbers when
joining the vertices together to make edges and polygons.

> And if they are for randomizing particles, why aren't they in the
particles window?
Maybe Xsort/Hash can be used in other ways? Otherwise I guess it should be
in the particles window...

> I think we are misunderstanding each other. It wouldn't work without the
big "Extrude/Screw/Spin Duplicates" button. I made it instead of
>having Extrude, Spin, Screw, Extrude dupe, Spin dupe and Screw dupe, you
would just have Extrude, Spin and Screw, with a button to >toggle if you
wanted to extrude, spin or screw Duplicates.
I think the button should say "...Duplicates" or something.

> Yeah, like I said, they are related. I sometimes use the techinque you
discribe, but if you would split the Vertex Groups into smaller groups
> (organising things in groups is essential to make new users understand the
interface, and let older users remember what a button does), I think
> it would be logical to have a weighting category.
But having a separate weighting group implies that it is fairly independent
of the other things in the vertex groups. Actually the assign/remove buttons
can be used with the other vertex group buttons (the user mightn't realize
that since they think the weighting group is so distinct from the other
funcitons)

> I didn't know you could use the vertex Assign and Remove for anything
other than weighting. What exactly can you with them?
I do it for armatures... e.g. I might have a body and a skeleton already
done but decide to modify the head a bit - and adding vertices. Then I'd
just add it to the "head" vertex group.

> Even if you are not using Vertex Groups for armatures (can you use them
for anything else than armatures??), you are still weighting when you > are
assigning or removing vertices from vertex groups, because you have control
of what weight a given vertice should be assigned at.
Well when I've used a body and a skeleton I don't use weights at all, and it
turns out fine - except when they're sitting down - their lap is a bit
creased - but I don't really mind that. Another thing you could use vertex
groups for is if you want to store selections... e.g. you might want to
recall part of the object you selected later on if you want to move that
part of the object... (or rotate it, etc). And you can have "overlapping"
vertex groups where some vertices are in many groups... though for armatures
I generally have vertices in one group... or maybe two sometimes.

- Luke.