[Bf-committers] Extrude Popup

Charles Wardlaw cwardlaw at marchentertainment.com
Sat Feb 13 07:29:47 CET 2010


> This looks good.  I'll have to take it for a test run, but looks like
> it'll work well enough.  Any other modelers out there care to comment?

Right now it's a little inconsistent.  The main keyboard shortcut needs to be changed in the patch so that the popup shows, for one.  Pressing the button on the side instead of hitting E in the 3D view means that the center of the extrude is stuck off in space.  That could be an issue of me deleting my .b.blend; too tired to check now.

When there's only one choice (in vertex mode, you've selected a single vert) the menu shouldn't show.  If there's only one choice, there's no reason to show the choice.  This is the case throughout Blender, though, and something that's always bugged me.  Now this isn't the case across the board -- the Repeat History button, for instance, should not autoexecute if it only has one item.

Here's a video of what I feel are errors or omissions:
http://www.sugarandcyanide.com/video/edge-reply.mov

There's one other thing that this brings up: operators need to have a way to show their settings without activating, so settings can be changed pre-execution and then the operator can be activated in the 3D viewport.  With extrude, for example, being able to set all the values beforehand and then click in the 3D viewport would be awesome.  With regards to grab / rotate / scale, a lot of Maya users I know are baffled by the transform / rotate / scale buttons not simply displaying the correct handles in the viewport, particularly since if you press the buttons in the toolbar the movement of the object does not feel linked to the mouse (since it's off to the far left).  For those tools in particular, pressing the buttons in the toolbar could just switch handles and bring up the operator settings, but ignore mouse movement.

Thoughts?
~ C




> Joe
> 
> On Fri, Feb 12, 2010 at 2:15 PM, Martin Poirier <theeth at yahoo.com> wrote:
>> Hi William (and everyone),
>> 
>> I've just committed changes that should be in line with what was discussed, as well as two experimental choices. If people could review and discuss further changes if needed, it'd be nice.
>> 
>> Martin
>> 
>> --- On Thu, 2/11/10, William Reynish <billrey at me.com> wrote:
>> 
>>> From: William Reynish <billrey at me.com>
>>> Subject: Re: [Bf-committers] Extrude Popup
>>> To: "bf-blender developers" <bf-committers at blender.org>
>>> Received: Thursday, February 11, 2010, 9:25 AM
>>> Hi Martin,
>>> 
>>> That's good to hear. I can relax now ;)
>>> 
>>> Cheers,
>>> 
>>> -W
>>> 
>>> 
>>> On 11 Feb, 2010, at 2:58 PM, Martin Poirier wrote:
>>> 
>>>> Hey,
>>>> 
>>>> The popup was supposed to be temporary. What you said
>>> are all things that we've discussed before that should have
>>> been taken care of by subsequent work (the popup is only
>>> there to hold all the extrude macros until that is done).
>>>> 
>>>> --- On Thu, 2/11/10, William Reynish <billrey at me.com>
>>> wrote:
>>>> 
>>>>> *Extrude Region / Individual should become two
>>> operators,
>>>>> keeping Extrude Region on the E shortcut. Either
>>> that, or
>>>>> it's one operator with two settings, which are
>>> invoked with
>>>>> two different hotkeys and two different entries in
>>> the
>>>>> toolbar.
>>>> 
>>>> All the different extrude modes are already separate
>>> macros. They can already be keymapped separately.
>>>> 
>>>>> *Extrude vert/edge/face should just follow what
>>> selection
>>>>> mode you're currently in.
>>>> 
>>>> This could be done with either a special polling
>>> function for each macro (which would be wrong IMHO) or by
>>> wrapping them in a py operator that checks the selection
>>> mode and then calls the appropriate extrude operator.
>>>> 
>>>> Martin
>>>> 
>>>> 
>>>> 
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