[Bf-funboard] about weightting and about panels

William Reynish bf-funboard@blender.org
Wed, 15 Oct 2003 16:20:10 +0200 (CEST)


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Luke wrote:
 
>Well when I've used a body and a skeleton I don't use weights at all, 
>and it
>turns out fine
 
But you are using weights, you are only using weighting values of 1.0 and 0 though.
 
The current Blender layout has confused you to belive, that you are just assiging vertices to a group, when you have actually been weighting vertices in groups, which proves that the current setup is confusing.
 
I won't fight to my death over this though, I can live with not having the Weighting letters, but I do think the three buttons, Assign, Remove and Weight, should be put together.
 
I case you have misunderstood: Assign assigns the specified weight value to the selected vertices. If you have the weight level at 0.5 and click Assign, the selected vertices will be weighted at 0.5 in the selected vertice group.
 
>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).
 
But weighting still makes sence, because as stated, you are weighting the vertices. Currently, when you click Select, it selects all vertices that are weighted above 0.0 in the specified vertex group.
 
>I think the button should say "...Duplicates" or something.
 
Yeah, that would be fine.
 
>Maybe Xsort/Hash can be used in other ways? Otherwise I guess it >should 
>be0
>in the particles window...
 
Does anyone know if these buttons can affect enything else than particles? Otherwise I strongly suggest the we move them to the perticles panel.


Matt wrote:
 
[about graying out of buttons]
 
> As far as I know, it'll take a lot of work to 
>get
>that working  - too much to have done by the 2.3 release. Of course 
>work on
>the UI doesn't stop with version 2.3, but we can at least get most of 
>the
>structure in place now so further changes won't be so disorienting.

May I propose a way of graying out the buttons? Instead of creating a gray layer ontop of the buttons that should be grayed out, you could just change the coulour of the button and text to a more gray shade that resembles the surrounding shades. Maybe this was how you were going to do it, nad maybe it's not as simple as I think it is, but anyway, if we do it for 2.30 or 2.31, It doesn't really matter that much, but it must not be forgotten. In my oppinion this is one of the main UI improvements Blender could have.
 
>The aim is for consistency and
>structure. Even if it's not immediately apparent, people get used to 
>these
>sorts of things, and it helps to build familiarity and makes the system 
>more
>predictable if people find things where they expect them to be. If we 
>don't
>have consistent rules for where things get placed, it just becomes like 
>the
>current buttons windows where people have to hunt all over the screen 
>to try
>and find a button (that may not even be there) that they're looking 
>for.

I coulddn't agree more. Maybe I misunderstood you before. The buttons I was reffering to were Edge (look left in the RenderButtons) and Edge Settings (next to it). As I understand, you do not intend to sepperate all settings from actionbuttons inside panels (so that Edge Settings would be moved to the other end of the screen than Edge), but rather move the panels arround so the ones to do with settings are to the left, and the ones to with execution are on the right. Is that correct? If so, I think I agree, even though its har to see how this could be implemented in the material buttons for example.
 
 
 
 
 
------------------------------------------------------------------------
 
Votes for Button grouping styles so far:
I hope I have everyones votes on so far.
 
 
1,http://www.shadeless.dk/editbuttons2.jpg 
Votes: 2
 
2,http://www.shadeless.dk/editbuttons2_linedivide.jpg
Votes: 1
 
3,http://www.shadeless.dk/editbuttons2_filldivide.jpg
Votes: 0 
(I like this one, however I think my vote ends up on the first option)
 
 
I only posted the three versions earlyer today, so not that many votes, but what do the rest of you think?
 
 
-William (Monkeyboi)

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<DIV>Luke wrote:</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;Well when I've used a body and a skeleton I don't use weights at all, <BR>&gt;and it<BR>&gt;turns out fine</DIV>
<DIV>&nbsp;</DIV>
<DIV>But you are<EM> </EM>using weights, you are only using weighting values of 1.0 and 0 though.</DIV>
<DIV>&nbsp;</DIV>
<DIV>The current Blender layout has confused you to belive, that you are just assiging vertices to a group, when you have actually been weighting vertices in groups, which proves that the current setup is confusing.</DIV>
<DIV>&nbsp;</DIV>
<DIV>I won't fight to my death over this though, I can live with not having the Weighting letters, but I do think the three buttons, Assign, Remove and Weight, should be put together.</DIV>
<DIV>&nbsp;</DIV>
<DIV>I case you have misunderstood: Assign assigns&nbsp;the specified weight value&nbsp;to the selected vertices. If you have the weight level at 0.5 and click Assign, the selected vertices will be weighted&nbsp;at 0.5 in the selected vertice group.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;Another thing you could use <BR>&gt;vertex<BR>&gt;groups for is if you want to store selections... e.g. you might want to<BR>&gt;recall part of the object you selected later on if you want to move <BR>&gt;that<BR>&gt;part of the object... (or rotate it, etc).</DIV>
<DIV>&nbsp;</DIV>
<DIV>But weighting still makes sence, because as stated, you are weighting the vertices. Currently, when you click Select, it selects all vertices that are weighted above 0.0 in the specified vertex group.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;I think the button should say "...Duplicates" or something.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Yeah, that would be fine.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;Maybe Xsort/Hash can be used in other ways? Otherwise I guess it &gt;should <BR>&gt;be0<BR>&gt;in the particles window...</DIV>
<DIV>&nbsp;</DIV>
<DIV>Does anyone know if these buttons can affect enything else than particles? Otherwise I strongly suggest the we move them to the perticles panel.<BR><BR></DIV>
<DIV>Matt wrote:</DIV>
<DIV>&nbsp;</DIV>
<DIV>[about graying out of buttons]</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;&nbsp;As far as I know, it'll take a lot of work to <BR>&gt;get<BR>&gt;that working&nbsp; - too much to have done by the 2.3 release. Of course <BR>&gt;work on<BR>&gt;the UI doesn't stop with version 2.3, but we can at least get most of <BR>&gt;the<BR>&gt;structure in place now so further changes won't be so disorienting.<BR></DIV>
<DIV>May I propose a way of graying out the buttons? Instead of creating a gray layer ontop of the buttons that should be grayed out, you could just change the coulour of the button and text to a more gray shade that resembles the surrounding shades. Maybe this was how you were going to do it, nad maybe it's not as simple as I think it is, but anyway, if we do it for 2.30 or 2.31, It doesn't really matter that much, but it must not be forgotten. In my oppinion this is one of the main UI improvements Blender could have.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&gt;The aim is for consistency and<BR>&gt;structure. Even if it's not immediately apparent, people get used to <BR>&gt;these<BR>&gt;sorts of things, and it helps to build familiarity and makes the system <BR>&gt;more<BR>&gt;predictable if people find things where they expect them to be. If we <BR>&gt;don't<BR>&gt;have consistent rules for where things get placed, it just becomes like <BR>&gt;the<BR>&gt;current buttons windows where people have to hunt all over the screen <BR>&gt;to try<BR>&gt;and find a button (that may not even be there) that they're looking <BR>&gt;for.<BR></DIV>
<DIV>I coulddn't agree more. Maybe I misunderstood you before. The buttons I was reffering to were Edge (look left in the RenderButtons) and Edge Settings (next to it). As I understand, you do not intend to sepperate all settings from actionbuttons inside panels (so that Edge Settings would be moved to the other end of the screen than Edge), but rather move the panels arround so the ones to do with settings are to the left, and the ones to with execution are on the right. Is that correct? If so, I think I agree, even though its har to see how this could be implemented in the material buttons for example.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>------------------------------------------------------------------------</DIV>
<DIV>&nbsp;</DIV>
<DIV>Votes for Button grouping styles so far:</DIV>
<DIV>I hope I have everyones votes on so far.</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>1,<A href="http://www.shadeless.dk/editbuttons2.jpg" target=_blank><FONT color=#0000ff>http://www.shadeless.dk/editbuttons2.jpg</FONT></A> <BR>Votes: 2</DIV>
<DIV>&nbsp;</DIV>
<DIV>2,<A href="http://www.shadeless.dk/editbuttons2_linedivide.jpg" target=_blank><FONT color=#0000ff>http://www.shadeless.dk/editbuttons2_linedivide.jpg</FONT></A></DIV>
<DIV>Votes: 1</DIV>
<DIV>&nbsp;</DIV>
<DIV>3,<A href="http://www.shadeless.dk/editbuttons2_filldivide.jpg" target=_blank><FONT color=#0000ff>http://www.shadeless.dk/editbuttons2_filldivide.jpg</FONT></A><BR>Votes: 0 </DIV>
<DIV>(I like this one, however I think my vote ends up on the first option)</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>I only posted the three versions earlyer today, so not that many votes, but what do the rest of you think?</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>-William (Monkeyboi)</DIV><p>------------<br>
<a href=http://dk.mail.yahoo.com>Yahoo! Mail</a> - Gratis: 6 MB lagerplads, spamfilter og virusscan
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