[Bf-animsys] Fwd: GP v2 - Code Review

Daniel Martinez Lara web at pepeland.com
Mon Jul 18 14:35:41 CEST 2016


Hi Joshua! (and and all)

About your questions about the* Draw *(Dkey) and* continous drawing* (D+D)
solution, I'm happy with this solution, because you dont need set/decide
before, just choose you mode on de fly.

And about *Ctrl-H  for Hiding Points* in happry too, because when your are
making fine tune tweaking/sculpting you need see your lines as is, and with
the vertex dots you can't.

Daniel





On Sun, Jul 17, 2016 at 5:21 PM, Joshua Leung <aligorith at gmail.com> wrote:

> Let's move future discussions about GP dev to the bf-animsys list :)
>
> As I proposed during today's meeting, I'd like to propose that we split
> the changes into 3-sets:
>    1) simple stuff that can go in regardless of the other changes  (e.g.
> the stuff under #2 - there are a few other things introduced recently that
> also fit in here too),
>    2) the layers vs colors stuff -  this is the main bulk of the patch,
> and will need the most careful checking, just to make sure that we're all
> happy with it (since it will be quite a large change),
>    3) stuff which touches other parts of Blender and needs further
> discussion with the other module teams (e.g. compositor integration)
>
>
> Cheers,
> Joshua
>
>
> ---------- Forwarded message ----------
> From: Joshua Leung <aligorith at gmail.com>
> Date: Mon, Jul 18, 2016 at 2:28 AM
> Subject: GP v2 - Code Review
> To: antonioya blend <blendergit at gmail.com>
> Cc: Matias Mendiola <info at mendiobox.com>, Daniel Martínez Lara <
> web at pepeland.com>
>
>
> Hi Antonio,
>
> I thought it would be good to go through the changes that have been
> happening in the GP v2 branch so far, to make sure that everything is going
> on track for inclusion in master later down the track.
>
> So, here are some comments from what I've seen so far...
>
> Cheers,
> Joshua
>
> =============================================
>
> *1)* *"continuous drawing is enabled using double D key"*
>
> https://git.blender.org/gitweb/gitweb.cgi/blender-staging.git/commit/d619edf64c24a19110ee190e911de360fb9b0dea
>
> Interesting idea, and I hope that it works out in testing. However, when
> I've tried these kinds of key mappings in the past, I've found that it's a
> very bad idea to try mixing "hold-drag" hotkeys (e.g. D-LMBdrag) vs
> double-press (e.g. D-D).
>
> The issue mainly comes about if you usually keep the DKEY held down,
> release a little bit after doing a normal stroke, then, *very quickly*
> press DKEY again and try to draw a second stroke ==> What's likely to
> happen is that before you manage to get the pen back down for the second
> stroke, the double-press handling has already fired, AND it is likely that
> it might've also started drawing straight away (so the line will have low
> pressure, be in a bad position, and also be slightly wonky for a bit). What
> ends up happening is that it start feeling quite flaky.
>
> Anyway, just mentioning this so that you guys are aware of it and can test
> it out further.
>
> [EDIT/CORRECTION:  I just checked the code for this. My only concern is
> that this is probably going to just push the event handling for Grease
> Pencil drawing past the point where it gets unmanageable. To be fair, it's
> actually quite bad already :)  But I think that it may be a good idea if we
> first did some cleanup here in master (i.e. separately from all the
> exciting new stuff going on here in this branch), to lay the foundations
> for what's coming up next).]
>
>
>
> *2) There are quite a few tweaks which I'd be happy to include in master
> now (if Daniel and Matias are satisfied that they work well).* From the
> looks of things, these are general usability tweaks that don't really
> depend on the big features anyway, so we can start with these first since
> it's easier.
>
> Clear candidates for inclusion:
>     - "*Use ctrl/alt for straight line drawing*"  - Sounds like a good
> idea. I'll test it a bit and to check how well it works
>     - "*Invert F/Ctrl-F*"  -  Let me know how well this works. IIRC, this
> is one of the things that I'm not really that happy with currently, so if
> it all works well, that'll be great.
>
>
> Candidates which might need a little closer review first:
>    - *Joining strokes together*  - This is something that would be great
> to have. It's great to see that you've implemented it already, so I won't
> have to, haha :D
>
>    - *"Ctrl-H  for Hiding Points"* - My big question would have to be -
> how well is this working for you guys (Daniel/Matias?).
>       (On a side note, it's better to just do   "ToolSettings *ts =
> CTX_data_tool_settings(C);"  instead of accessing via Scene, if you
> don't/won't need access to anything in scene. Also, if you can get scene
> (which is almost always guaranteed), then toolsettings will never be null.
> And IIRC, it might be better to use one of the poll callbacks for editable
> strokes instead of the "editmode_toggle" one)
>
>
> *3) Grease Pencil and Compositor*
> While it's nice to see this functionality, I strongly suggest that you run
> double-check with the other key devs who deal with this stuff (in
> particular Sergey, but probably also Campbell, Severin, and Ton) that the
> approach taken aligns with future development plans for both the layers
> system, but also the viewport project and/or Blender Internal modernisation
> projects. For instance, I remember Ton saying that he was keen for there to
> be a more general "OpenGL pass" in the compositor instead of just a "Grease
> Pencil" specific solution.
>
> IIRC, last time this came up, it just so happened that most of the key
> people here were also away on holiday that week (or weeks).
>
>
> *4) Brush Presets*
> Looking at this a bit, I suspect that it might be better to look into
> defining a set of these in Python scripts (like the other presets)?
>
>
> *5) Object/Bone Parenting*
> First, it's great that we've finally got this in place :D
>
> The main thing I think we need to work on here is more about how this
> integrates into Blender - specifically, how this fits with the normal
> rigging pipeline and/or integrates with other objects. I think I mentioned
> this last time already, but IMO "layer transformed by object" should by
> default happen if the GP datablock is attached to an object. (Maybe we can
> still keep the current object/bone properties for usage with scene-linked
> GP datablocks?)
>
> That way, it fits into the normal object-handling system of Blender more.
> Once you do that, you could have it so that hiding the object shows/hides
> the GP stuff associated with it, and later on, the restrict render option
> could be used to control whether the GP strokes get included in the render
> (via autoconverting the GP strokes to curves during the "Blender data to
> renderdata conversion" - e.g. 'convertblender.c' or the equivalent for
> cycles)
>
>
>
>
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>
>


-- 
----------------------------------------
   Daniel Martinez Lara
http://twitter.com/_pepeland_ <https://twitter.com/_pepeland_>

    www.pepeland.com
www.pepe-school-land.com
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