[Bf-committers] Menus for scripts

Willian Padovani Germano bf-committers@blender.org
Fri, 11 Jun 2004 07:05:36 -0300


Hi,

This is the email about where to put the new script groups:

- Generators (create objs),
- Modifiers (modify existing obj *data*) and
- Tools (deal with object properties, like placement, arrays, etc.),

might be in the 3d view header.  Either in the object menu or, since it has many
entries already, a new menu for them.

- Wizards (complex scripts with big guis, like MakeHuman, Fiber, L-Systems,
Beast)

are the ones that can't fit in the space occupied by the Buttons win, as Matt
suggested months ago.  They can be left only in the Scripts win (where all
groups are available), so the user will always first find a proper win to open
them.  Or they can be added to the 3d View's Object menu or the File menu or ??

- Materials
- Animation

are the last two.  Suggestions for where to put each of the above groups?

Another thing to think about is that Blender needs an update in its popup
submenu code.  With many scripts in a submenu, we need smarter placement (think
File->Import or Export, for example) so that all entries are on screen even at
not that high resolutions.  Using multi-column submenus is a possibility, too.

--
Willian, wgermano@ig.com.br