[Bf-committers] Bf-committers Digest, Vol 68, Issue 41

shuvro sarker shuvro05 at gmail.com
Thu Mar 18 16:55:48 CET 2010


On Thu, Mar 18, 2010 at 6:00 PM, <bf-committers-request at blender.org> wrote:

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> Today's Topics:
>
>   1. Re: set "F6" pop-up-panel to pop-up automatically by User
>      Preference's selection (Mats Holmberg)
>   2. Re: improved UV test grid (Hubert Nie?ko)
>   3. improved UV test grid (improved UV Grid added as an       option
>      with the default one) (shuvro sarker)
>   4. Re: improved UV test grid (improved UV Grid added as an
>      option with the default one) (Hubert Nie?ko)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 18 Mar 2010 08:59:34 +0200
> From: Mats Holmberg <mats.holmberg at 2me.fi>
> Subject: Re: [Bf-committers] set "F6" pop-up-panel to pop-up
>        automatically   by User Preference's selection
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID: <4694DAE8-4589-49E4-A6D4-610DCF57279B at 2me.fi>
> Content-Type: text/plain; charset=iso-8859-1
>
> I've come across the same kind of bad popup-examples, from using Linux and
> osX. As an example, Spaces and popups in osx is a horrid combination. But
> these examples are just plain bad design and/or bad programming.
>
> I don't think the popup in this case needs to be so in-your-face. I liked
> the mockup William made, it's evidently clear that the information shows
> better in that mockup then it does hidden away in a toolarea, which in turn
> might be hidden too. When adding an object, a new popup (or info-area) could
> be shown on the side of the 3d-view, clearly visible but out of the way, so
> that one can continue working without paying attention to it. And it should
> disappear on it's own when not relevant anymore.
>
> Also, the information, and the parameters should remain editable after
> doing basic operations on objects (mainly move, rotate, scale, undo, switch
> edit/object mode).
>
> Cheers,
> -mats
>
> On 18.3.2010, at 0.28, Roger Wickes wrote:
>
> > please dont misunderstand. I am all for a well-designed popup, at the
> user's
> > option, to execute startup scripts (User-Pref->Execute Autorun Scripts
> upon Load: Yes/Always, No/Never, Ask me)
> > where Ask Me gives a modal popup.
> >
> > and the popup is something like "Warning. The blend file you have opened
> > contains a script set to execute automatically. Do you want to execute
> it?
> > Yes / No / Help" with a tag line to disable this notification popup in
> User-Pref-.Execute Autorun Scripts.
> >
> > --Roger
> >
> >
> > Check out my website at www.rogerwickes.com for a good deal on my book
> and
> > training course, as well as information about my latest activities. Use
> coupon
> > Papasmurf for $15 off!
> >
> >
> >
> >
> > ________________________________
> > From: Seppo Tukiainen <stuman at windowslive.com>
> > To: Bf-comitters <bf-committers at blender.org>
> > Sent: Wed, March 17, 2010 2:16:51 PM
> > Subject: Re: [Bf-committers] set "F6" pop-up-panel to pop-up
> automatically by User Preference's selection
> >
> >
> >
> >> Mats Holmberg wrote:
> >
> >> I feel the problem really is that the panel is kind of "tucked away".
> >
> >
> >
> > This is what I ment in the firs place, because we can't deny that current
> dependent parameters must be set just after adding the objects/tools in the
> scene.
> >
> > I don't see why pop-ups are so unwanted by Ton, at least in this case. In
> fact they simplifies and speed up the design prosess by allowing designer to
> keep focus on the work. Program brings necessary information and parameter's
> entry fields in correct place (right there where the focus is).  If all are
> correct just move you mouse, and panel vanish.  Easy and quick!
> >
> > Yes, Ton is right that many other programs uses pop-ups, but maybe
> because it's the best way to do it.
> >
> > This automatic pop-up method is at least the beter way to hadle this,
> compared to that bottom-left-corner-panel.  So why don't take advantage of
> it?  Panels are coded there already, just need to insert correct calls!
>  When the final solution sees daylight, consideration can be done again.
> >
> >
> >
> >> Mats Holmberg wrote:
> >
> >> My biggest concern is around the fact that currently editing important
> properties, like amount of vertices on a circle, has to be done immediately
> after adding the object. So, for example, tabbing into editmode to actually
> see the vertices, destroys the possibilities of changing the amount... and
> one has to start all over again. This was usual in previous 2.4x -series as
> well.
> >
> >
> > There is Outliner, which doesn't have so many functions, yet.  Maybe, in
> the future, object's properties can be reviewed and readjusted in there !?!
> >
> >
> >
> > br:  Seppo
> >
> >
> >
> >
> >
> >>
> >> On 17.3.2010, at 11.28, Ton Roosendaal wrote:
> >>
> >>> Hi,
> >>>
> >>> No, I would not do it this way. A UI should not move focus to
> >>> (potentially) invisble things without you even knowing it did. It has
> >>> the danger of inconsistancy, and gets annoying even. A UI should not
> >>> think for users or assume things either.
> >>>
> >>> In my really honest opinion popup form-fill-in-menus are a sign of
> >>> badly designed tools. It's just easier for the coder, that's why you
> >>> see them all over.
> >>>
> >>> I realize this is just a UI concept, and the daily practice is of
> >>> course more dirty and needs to find compromises between "get tool to
> >>> work now" or "not get this tool at all".
> >>>
> >>> -Ton-
> >>>
> >>>
> ------------------------------------------------------------------------
> >>> Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
> >>> Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands
> >>>
> >>> On 16 Mar, 2010, at 18:56, Jonathan Williamson wrote:
> >>>
> >>>> Hey Ton,
> >>>>
> >>>> The "active input" is an interesting thought that could work very
> >>>> well if
> >>>> implemented right. I could see this working very well if the input
> >>>> focus was
> >>>> immediately placed in the operator panel, such that you could
> >>>> numerically
> >>>> input the values without ever clicking a second field. In other
> >>>> words, to
> >>>> place a new object it would work like this:
> >>>>
> >>>> 1. Shift + A > Add object
> >>>> 2. Input is automatically shifted to operator field (e.g. number of
> >>>> vertices, etc)
> >>>> 3. Type in value(s)
> >>>> 4. Press Enter to confirm
> >>>>
> >>>> The key would be to remove the need for any mouse movement.
> >>>>
> >>>> Jonathan Williamson
> >>>> http://www.montagestudio.org
> >>>>
> >>>>
> >>>> On Tue, Mar 16, 2010 at 12:26 PM, Ton Roosendaal <ton at blender.org>
> >>>> wrote:
> >>>>
> >>>>> Hi,
> >>>>>
> >>>>> The design concept was to make tools remember previous settings.
> >>>>> Another improvement would be to have a fast way to move 'active
> >>>>> input'
> >>>>> focus to buttons elsewhere (like right after for tool redo, on a
> >>>>> hotkey).
> >>>>>
> >>>>> Only in last resort we should do things with popups. I still believe
> >>>>> you can make an optimal workflow this way, better than popping up
> >>>>> stuff all the time. Exceptions are possible, and user configs could
> >>>>> allow, of course.
> >>>>>
> >>>>> -Ton-
> >>>>>
> >>>>>
> ------------------------------------------------------------------------
> >>>>> Ton Roosendaal Blender Foundation ton at blender.orgwww.blender.org
> >>>>> Blender Institute Entrepotdok 57A 1018AD Amsterdam The
> >>>>> Netherlands
> >>>>>
> >>>>> On 16 Mar, 2010, at 17:16, Jonathan Williamson wrote:
> >>>>>
> >>>>>> That would also be an improvement.
> >>>>>>
> >>>>>> Seppo's idea of creating a user preference for the pop-up is a good
> >>>>>> one, as
> >>>>>> there are people who do like like it and just want to add an object
> >>>>>> immediately. Adding an object immediately can be particularly
> >>>>>> helpful while
> >>>>>> in Object mode if you are testing materials or anything like that,
> >>>>>> then
> >>>>>> vertex counts aren't your first concern.
> >>>>>>
> >>>>>> Jonathan Williamson
> >>>>>> http://www.montagestudio.org
> >>>>>>
> >>>>>>
> >>>>>> On Tue, Mar 16, 2010 at 11:10 AM, Carsten Wartmann
> >>>>>> <cw at blenderbuch.de>wrote:
> >>>>>>
> >>>>>>> Jonathan Williamson wrote:
> >>>>>>>> I absolutely agree with this. Very seldom do you (or I at least)
> >>>>>>>> add a
> >>>>>>> mesh
> >>>>>>>> object and stick to the default parameters. I nearly always adjust
> >>>>>>> circles
> >>>>>>>> and such down to 12 vertices or so.
> >>>>>>>>
> >>>>>>> At least the tools should remember the last setting e.g the
> >>>>>>> number of
> >>>>>>> verts.
> >>>>>>>
> >>>>>>> Carsten
> >>>>>>> _______________________________________________
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>
> ------------------------------
>
> Message: 2
> Date: Thu, 18 Mar 2010 08:05:45 +0100
> From: Hubert Nie?ko <szczur0 at tlen.pl>
> Subject: Re: [Bf-committers] improved UV test grid
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID:
>        <c59d937c1003180005udaa8e28ref5c84ba1b4a8fd at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> shuvro: did you try this BLF_draw_buffer() function ?
> I think I can write addtext python function doing it pixel one by one,
> but it will have one small 3x5px or 4x7 font ;) and support chars 0-9
> A-F
> I put array of 00 01 ... FF into image it in the middle of 32px
> square, it will not be looking like on the prototype picture but
> should be enough
> hubert ?(szczuro) niecko
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 18 Mar 2010 17:03:55 +0700
> From: shuvro sarker <shuvro05 at gmail.com>
> Subject: [Bf-committers] improved UV test grid (improved UV Grid added
>        as an   option with the default one)
> To: bf-committers at blender.org
> Message-ID:
>        <92ca71a91003180303w29471216p84c39eec001cf495 at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> This patch added the improved UV test grid as an option with the default
> one.
> That means now you can select any of the two grids from the menu.
> The screenshots provided with the patch link will clarify this.
>
> The link of the patch is -
>
>
> https://projects.blender.org/tracker/index.php?func=detail&aid=21660&group_id=9&atid=127
>
> Thanks to Campbell Barton for guiding me.
>
>
> Shuvro
>
>
> ------------------------------
>
> Message: 4
> Date: Thu, 18 Mar 2010 11:16:50 +0100
> From: Hubert Nie?ko <szczur0 at tlen.pl>
> Subject: Re: [Bf-committers] improved UV test grid (improved UV Grid
>        added   as an option with the default one)
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID:
>        <c59d937c1003180316m47aa1e82r5b40bd51c5a7688a at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> look like something is wrong, improved grid has only 4 colors instead of 8
>

Hubert Nie?ko:

Yes,you are right.There was a slight mistake in the code.
I have fixed this and uploaded the correct path as follow up with two
examples.
please visit
https://projects.blender.org/tracker/index.php?func=detail&aid=21660&group_id=9&atid=127
again.

And thank a lot for pointing that out.

Shuvro

-
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