[Bf-committers] Patch for constrain-to-plane
Mon, 26 Jan 2004 10:38:37 -0500
Ton Roosendaal wrote:
> I am concerned about the growth of all options while in 'transform'
> mode. This whole constraining thing is going out of control...
Out of control? More constraints means *more* control! :-) Just
kidding. I know what you mean.
> The old 'middle mouse' toggle is still a method I consider better
> than an 'X' 'Y' or 'Z' toggle. The (useful!) idea to have a
> contraint limiting to a plane could also be implemented within a
> view-depending context.
I like that concept of not needing to know "which way is X", but not the
middle-button implementation. The middle mouse button is problematic
both for laptop users and for tablet users. And on a lot of 3-button
wheel mice (like mine) clicking the wheel is tricky to do without
scrolling at the same time and it requires more force than the normal
buttons. I know alt-LMB works too, but that's not as easy as just
typing XKEY (and all too often I accidentally hit ctrl-LMB or Fn-LMB and
inadvertently lock in the transform, requiring me to try to undo it,
which I can't even do if I'm in object mode). So personally, I find
typing a key much preferable to clicking the middle button. And
currently MMB can't constrain to local axes can it?
So in any redesign of the constraint system that happens, I think MMB
shouldn't be required. Maybe the C key could be used to give the same
effect as MMB when in a transform mode.
> Next to that, the transform() function itself has become a monster
> over time... like what Theeth replied as well, something that really
> needs to be tackled. Let's move this feature to after the 2.32
> release, and especially spend some design time on how all this
> transform will should work.
OK. Thats fine. Actually I don't think the code for the constraints
themselves is all that bad. The thing that makes the who deal a real
mess is the handling of typein values. I think maybe that should spin
off a separate event loop that only handles typing instead of being
interleaved with all the regular transform event loop.
> (BTW: The ancient convention to make people axis aware is something I
> really don't like. Axis aware means: that you have to 'know' whether
> you work in X, Y or Z. Blender was designed to default without this.
> A design requirement I am very hesitant to drop.
That's a very good goal. Actually I find myself using constraints like
this: XKEY, nope, YKEY, nope, ZKEY ah yes, that's the axis I want! But
I *still* do that anyway because I don't like pressing MMB and I'm
afraid of any LMB combo.
> Anyone read Ender's Game? "The enemy's gate is down!")
Yeh great book! Isn't there a movie in the works?