[Bf-committers] Exposing Tool Settings - issue with 2.5x

Campbell Barton ideasman42 at gmail.com
Fri Aug 5 10:58:48 CEST 2011


Agree this is a problem, liked the way lightwave solved this using
tabs along the top.

http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPacks/LWGlass/LWGlassImages/02aGlassPolysB.jpg

With the panels we have it should mean you expand/collapse what you
need but I tend to not bother and scroll instead.

On Fri, Aug 5, 2011 at 6:40 PM, François T. <francoistarlier at gmail.com> wrote:
> is it also related to the fact that the tool & property panel are getting
> really messy as well !? Lots of information, most of it you wouldn't use all
> the time, if on top of that you add 1 or 2 addons you're getting easly lost
> (or at least I)
>
> F
>
> 2011/8/5 Campbell Barton <ideasman42 at gmail.com>
>
>> On Fri, Aug 5, 2011 at 3:37 PM, Matt Ebb <matt at mke3.net> wrote:
>> > On Fri, Aug 5, 2011 at 3:20 PM, Campbell Barton <ideasman42 at gmail.com
>> >wrote:
>> >
>> >>
>> >> Yep, but there is still a conflict here in how settings are exposed,
>> >> should the operator be synchronizing between scene->toolsettings and
>> >> operator options at all?
>> >>
>> >> Its error prone - if a python script for example runs a bunch of
>> >> operators it can adjust the scene->toolsettings used when they next
>> >> run live unwrap.
>> >>
>> >> once we add last-used settings. should this be used rather then
>> >> initializing the options from the tool settings?
>> >>
>> >
>> > Yes - as far as I'm aware the only reason toolsettings is used at the
>> moment
>> > is for this purpose - to store the most recently used settings for
>> > particular tools. Ideally this sort of functionality should be enabled
>> for
>> > all operators. For all I know the scene->toolsettings is just there still
>> as
>> > a stopgap measure from 2.4 for this sort of purpose, it would be better
>> to
>> > replace it entirely.
>>
>> Disagree, for options like "Normalize Weights", "Sculpt Mirror", and
>> many paint/sculpt options - you don't want to have to think about
>> these every time you access an operator.
>> Especially since these settings apply across all different operators
>> you could easily forget that the last time you accessed a certain tool
>> you didn't set an option and mess up you're work without realizing it.
>>
>> >> This option is internally (scene->toolsettings->uvcalc_flag &
>> >> UVCALC_TRANSFORM_CORRECT), the idea is to be able to do other
>> >> transformations and have the UV's be corrected - just transforming a
>> >> vertex loop could work too for example.
>> >> This option is meant to work more like mesh mirror, where multiple
>> >> tools use it.
>> >>
>> >
>> > Could it not be a per-operator property? It would be more consistent with
>> > other tools that way, and a bit more controllable. Also if settings are
>> > stored if its something you like to use it only needs to be switched on
>> > once...
>>
>> Depends... if this only ever stays used for one tool I guess so, but
>> would like to use this option for multiple tools eventually (after
>> fabled bmesh merge).
>>
>> > matt
>> > _______________________________________________
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>> > Bf-committers at blender.org
>> > http://lists.blender.org/mailman/listinfo/bf-committers
>> >
>>
>>
>>
>> --
>> - Campbell
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>
>
>
> --
> ____________________
> François Tarlier
> www.francois-tarlier.com
> www.linkedin.com/in/francoistarlier
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-- 
- Campbell


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