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

Daniel Martinez Lara web at pepeland.com
Mon Jul 18 17:01:25 CEST 2016


Just talking with Matias about the idea to simplify the things about
drawing.

Maybe just pressing D enter into continuos drawing and pressing D again or
E (sculpt) or esc you exit. Just that

Tomorrow we will can talk about

Daniel

El jul. 18, 2016 2:35 PM, "Daniel Martinez Lara" <web at pepeland.com>
escribió:

> 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)
>>
>>
>>
>>
>> _______________________________________________
>> Bf-animsys mailing list
>> Bf-animsys at blender.org
>> https://lists.blender.org/mailman/listinfo/bf-animsys
>>
>>
>
>
> --
> ----------------------------------------
>    Daniel Martinez Lara
> http://twitter.com/_pepeland_ <https://twitter.com/_pepeland_>
>
>     www.pepeland.com
> www.pepe-school-land.com
> ----------------------------------------
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.blender.org/pipermail/bf-animsys/attachments/20160718/2c829db3/attachment.html>


More information about the Bf-animsys mailing list