[Bf-committers] Custom Transform Alignment

Martin Poirier theeth at yahoo.com
Sun Jan 6 20:18:50 CET 2008


The patch has been updated.

Same url:
http://blenderartists.org/%7Etheeth/bf/transformspace.patch

Modifications based on comments by GSR and bug reports
by karpov (it didn't apply object's matrix properly to
mesh data when using face/edge/verts as source).

Martin

--- Martin Poirier <theeth at yahoo.com> wrote:

> Hi,
> 
> --- GSR <gsr.b3d at infernal-iceberg.com> wrote:
> 
> > You asked for comments and critics, here they go,
> > even with a free bug
> > or two.
> 
> Excellent
> 
> > Ctrl-Shift-Space seems to be free (it currently
> > repeats Shift+Space)
> > and links nicely with Ctrl-Space and Alt-Space.
> 
> Sounds good.
> 
> > There is a bug, you hit the combo but change your
> > mind... and it still
> > adds to the list. Same for the vertex case, even
> in
> > the name popup it
> > will add instead of cancel when you shake the
> mouse
> > instead of hitting
> > Ok button.
> 
> Fixed.
> 
> Aside from this, there was a couple of redraw issues
> and stuff like that which I've fixed (locally).
> 
> I'll upload a new patch soon.
> 
> > Sorry, but these new align options are not very
> > useful with the widget off
> 
> Why do you think so?
> 
> > A related issue, the widget's limits are a bit
> > arbitrary. I uploaded a
> > simple patch (no versioning, which is needed to
> > handle old .B.blend
> > configs, and no comment about the magic 10.0f) so
> > you can see the
> > changes faster than above explanation, they are
> > simple:
> >
>
http://www.infernal-iceberg.com/blender/widget-limits-basic.patch
> 
> I'm not too involved in the UI side of the widgets,
> so
> if more people think this is useful, I'll commit
> (separately and with the versioning, obviously).
> 
> > I would keep all buttons in one side, or separate
> > using "the safe way"
> > with delete away from others, for example "X Name
> ?
> > >". Also I would
> > use letters like, S and A for select and activate
> > instead of abusing
> > cryptic "icons" ("open something" and "help"? or
> > maybe "move right"
> > and "unable to find icon image"?). As the panel is
> > used in single
> > column mode, they could be "Sel" and "Act" text
> > anyway.
> 
> I've put the X on the right side because that's
> where
> it usually is for datablocks (selector - name -
> users
> - fake - delete).
> 
> You're absolutely correct though, there's enough
> space
> for words instead of cryptic icons.
> 
> I've used "?" for "Select" because it's sort of what
> the "?" button does in the material assignation
> panel.
> 
> > Showing which is the active one would be nice too,
> > and the other modes
> > could be placed in the same panel (renamed
> Transform
> > Orientation to
> > match the area header drop down), so the feature
> is
> > unified instead of
> > spread over multiple places.
> 
> Excellent idea.
> 
> Here's what I have so far (minus removing the
> cryptic
> icons): http://blenderartists.org/~theeth/bf/ts.jpg
> 
> Global/Local and all act as radio buttons, as you
> suggested.
> 
> > * I still keep on thinking panels is pushing
> issues
> > into user hands
> > instead of solving them... the "Blender is no
> > overlap" motto is pretty
> > much invalid by now.
> 
> The problem with having it as a non-overlapping
> panel
> in this case is that it's per view settings, so it
> can't be stuffed down in the buttons window.
> 
> Ideally, I think making a side bar with the floating
> panels' content (except preview, obviously) would be
> a
> good compromise. If I understood correctly, that's
> something that might be possible with the new
> windowing system in the branch.
> 
> > It whines when you have 3-4 vertices that form a
> > face. It would be
> > nicer if it checked they form a valid face (or 2
> > form an edge, or 3-4
> > edges form a face) and just add, instead of
> > complaining and requiring
> > you to change mode.
> 
> Yes, that could be done easily.
> 
> > BTW what rules are used for vertex, edges and
> faces?
> > Not too clear. At
> > most I can see vertices have a normal by
> themselves,
> > but not so clear
> > in all cases what to do for the undefined axis
> > (edge: interpolation of
> > the two vertex normals and edge as second axis?
> > highly deformed quads
> > and future ngons cases sound even trickier). Think
> > how you would write
> > the book section covering this to figure what I
> mean
> > about being
> > clear.
> 
> Easy. It's the same behavior as Normal orientation.
> That is: Z axis is defined as the normal (or edge),
> other axis are perpendicular but not strictly
> defined.
> 
> In those case, the only interesting constraint axis
> are Z and perpendicular to Z (Shift-Z).
> 
> > Add a button to quickly clean the queue that will
> > grow?
> 
> Done
> 
> > Save view
> > lets you store views, as named type, for future
> use
> > and should be in
> > the menu too.
> 
> Pretty good idea.
> 
> > A conditional interface, more things to remember,
> > longer manuals to
> > write and read. :[ No way to track them at all so
> > there are no special cases?
> 
> Not completely. Unlike objects, it's harder to track
> addition and removal of vert/edge/face, so it would
> end up like Vertex Parent (messing up from time to
> time).
> 
> > OTOH people can "freeze" by adding an empty,
> copying
> > rotation, and
> > then hiding it (which manual workflow and can
> become
> > tiresome).
> > Keeping on with the brainstorm, having a button to
> > convert from object
> > to named type or adding fixed kinds based in
> objects
> > (button and menu)
> > could be interesting too.
> 
> That would be possible, yes. Not quite sure on the
> usefulness though.
> 
> > Well, that is what I can think at first glance
> based
> > in current
> > system, plan after instead of before, and without
> > getting into
> > radically changing other things.
> 
> Thanks for the comments and analysis.
> 
> Anybody else wants to chime in?
> 
> Martin
> 
> 
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>
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> 



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