[Bf-committers] Re: [Bf-blender-cvs] CVS commit: blender/source/blender/src
editobject.c
Campbell Barton
bf-committers@blender.org
Wed, 28 Jul 2004 00:25:26 +1000
Ton, I agree about the cursor not conceptually being like an object (can
be spesific to the local view), Seams like a good solution would be to
give it a keyshortcut-
I just want to point out that its useable and usefull, shouldent be
scraped IMHO.
- Cam
> Hi,
>
> I think the past discussion already gave sufficient hints why this
> feature has issues. Check on what Matt wrote for example.
>
> Not everything anyone can think of in Blender is per definition good,
> and not anything that's offered as code is per definition good to
> include. In the beginning of open source Blender we were hardly
> critical on this, which was OK during such a startup phase. But at a
> certain moment design and purpose should become valued more. This
> prevents feature bloat, and prevents Blender from getting too many
> overlapping methods to do the same.
>
> One of the things Blender always did good, was offering a the minimal
> but coherent & comprehensive set of tools, which are fast to access
> and create a good workflow. Many of such design decisions were made
> purposedly and conscious in the past (mostly be me yes). I am also
> not so interested in what people find in general 'good workflow',
> but interested in *creating* a specific workflow, which has to be
> learnt to appreciate well.
> One of these design concepts was to always try to provide a
> non-exact, interactive & visual toolset. No axis-awareness (x-axis,
> y, z), no coordinate awareness (typing in location/size/rot for
> adding object), and no scale awareness (we have the "blender unit").
>
> That's giving a nice focus for designing features (and I'm the first
> to admit many things in Blender don't do well still). But it's not
> an axioma; when exact editing is needed (like exact rotation around
> exact location) you should have the tools to do so. But it's
> secondary, and not primary like in most CAD tools.
>
> The 3d cursor in Blender is an aid to visualize 'here's where the new
> object is added'. You add the object, start modeling it, exit
> editmode and transform the object to where you like to have it.
> Another use for the cursor is to use as rotation/scale center. Here
> the 'snap to' menu is useful to give it exact locations (if you need).
>
> The 3d cursor is a builtin 3d window feature, which can even differ
> per window (check localview for example). It's not a 3d object, and
> not something you model. Being consistant in tools for accessing it
> has a meaning and is useful. Invoking cursor grab with Gkey whith
> nothing selected is just abuse. Or first grabbing some object, and
> press Ckey the same. So even if you like such a feature, invoking it
> should be done different.
>
> Using the transform() code for it was just code with added
> exceptions. And although more hackish/inappropriate features are
> there (like creases edit), such things are really needed, and can be
> nicely integrated on a next version of the code.
>
> Lastly; Intrr knew that I had severe doubts on the feature. So it was
> not meant to be committed at all. We agreed to only commit code in
> parts you know is endorsed by original author, or is part of the
> module assigned to you.
>
> And for myself, yes I reserve the right to veto out stuff. Won't do
> that easily, but definitely on obscure additions. And always after
> feedback of the other project admins.
>
> -Ton-
>
>
>
> On Tuesday, Jul 27, 2004, at 14:49 Europe/Amsterdam, Johnny Matthews
> wrote:
>
>> Ton, is the feature lacking or just the implementation? I'm not trying
>> to poke sore wounds here, I'm just curious.
>>
>> Johnny
>>
>> On Tue, 27 Jul 2004 14:43:59 +0200 (CEST), Alexander Ewering
>> <blender@instinctive.de> wrote:
>>
>>> On Tue, 27 Jul 2004, Johnny Matthews wrote:
>>>
>>>> Intrr, will you revisit this with a full blown proposal? The idea
>>>> is a good one!
>>>
>>>
>>> I doubt. But if you need the feature, you can check out an older
>>> version
>>> of editobject.c and keep it in your local source tree. A cvs update
>>> will still
>>> be able to merge the changes that happen in CVS even into your
>>> locally modified
>>> version.
>>>
>>> | alexander ewering instinctive mediaworks
>>> | ae[@]instinctive[.]de http://www[.]instinctive[.]de
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://www.blender.org/mailman/listinfo/bf-committers
>>>
>>
>>
>> -- Johnny Matthews
>> johnny.matthews@gmail.com
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>>
>>
> ------------------------------------------------------------------------
> --
> Ton Roosendaal Blender Foundation ton@blender.org
> http://www.blender.org
>
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--
Campbell J Barton
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