[Bf-committers] Add->Lamp workflow patch

Ton Roosendaal ton at blender.org
Wed Sep 8 12:51:56 CEST 2004


Idea sounds good. Checking code I can do, when no-one else pops in to  
do that. :)


On Wednesday, Sep 8, 2004, at 05:40 Europe/Amsterdam, Matt Ebb wrote:

> Hi,
> I've made some changes that fix the somewhat backwards workflow of  
> adding a lamp. My rationale is somewhat similar to what I wrote about  
> the adding constraints UI here:  
> http://www.blender.org/pipermail/tuhopuu-devel/2003-October/> 000381.html
> In short, for any other lamp type than the normal 'Lamp', like a Spot,  
> it's quite a convoluted process to add. One must add a 'lamp', then go  
> to the lamp buttons, find the button for 'Spot' and change it, then go  
> back to the 3D View and start rotating it around and moving it into  
> place. Problems with this are:
> a) It's slow, taking many mouse clicks/hotkey presses
> b) It interrupts my thought processes - I'm 'thinking in 3d' about  
> adding objects and manipulating things in the View, but then have to  
> go and switch over to thinking about looking for buttons etc. This  
> switching of mental gears contributes to the slowness, and also breaks  
> concentration.
> c) It's silly that if I want to add a certain type of lamp, like a  
> Spot, I have to first add a type of lamp that I *don't* want, then fix  
> this 'mistake' myself.
> So, this patch basically makes a submenu in the Add menus in header  
> and toolbox, so you can select (and add) what type of lamp you want  
> right away, similar to other object types:
> (screenshot) http://mke3.net/blender/interface/menus/lampmenu.png
> 'Photon' also appears in the list when yafray is selected as a  
> renderer.
> I'd appreciate it if someone in-the-know could check over the patch  
> for correctness, since although I've tried to keep to conventions and  
> the code works fine here, I'm not 100% sure that it's the right way to  
> implement this. The toolbox code for changing the menu based on yafray  
> being selected is also quite nasty, but I don't know of any other way  
> to overcome it...
> Cheers,
> Matt
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Ton Roosendaal  Blender Foundation ton at blender.org  

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