[Bf-committers] Two details that got away from Blender design concepts

Ton Roosendaal ton at blender.org
Wed Oct 31 12:10:32 CET 2012

Hi Daniel,

I've got usability issues on my desk the next period - will add both on my todo!

BTW: just don't flood me now with usability topics! I prefer to do bugfixing and solve old issues still :) After mid december I think I'll have much more time for it. I would also like to spend time on re-instating the module owner/member teams, and check with them on how to handle such topics efficiently.



Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 30 Oct, 2012, at 20:02, Daniel Salazar - 3Developer.com wrote:

> I've been pointed out by Pablo that the same layer behavior is present
> on the renderlayer masks. Here I can repeat the exact same points.
> Maybe this was a choice made to prevent users from clearing the mask
> selection in a time the undo system didn't work too well? Now if you
> make a mistake (forget to press shift) you can simply undo
> Daniel Salazar
> patazstudio.com
> On Tue, Oct 30, 2012 at 12:50 PM, Daniel Salazar - 3Developer.com
> <zanqdo at gmail.com> wrote:
>> This are two simple details that are in blender for some time. I
>> woudn't pester about this if they weren't getting in the way all the
>> time. I'd like to have another discussion about them and hopefully get
>> to a solution.
>> 1) Node editor release confirm
>> The tweak (right mouse drag) behavior in the node editor is the only
>> place in any other editable part in blender where "Release Confirms"
>> is forced to the user, like it or not. It forces the user to re-think
>> the tweak behavior every time he/she switches to another editor. This
>> is wrong because tweak is something we should do naturally and
>> effortlessly.
>> More importantly we have an editing preference for those who like this
>> behavior but it's ignored in the node editor:
>> http://www.zanqdo.com/tmp/ReleaseConfirm.png
>> This hack also fails interestingly on the Detach node operator
>> (Alt+Tweak) where it reverts to obeying the preference after the tweak
>> so you do have to click to confirm!
>> Please let it respect the preference again so everyone can have it as we prefer
>> 2) Dupli Visibility
>> Dupligroup layer visibility toggles work different than any other
>> layer toggle in Blender.
>> Normally clicking on a slot disables the rest, while shift-clicking on
>> a layer adds to the selection. This is in line with everything else in
>> blender. But Dupligroup visibility is different. You click on a layer
>> and you toggle it while shift clicking does exactly the same.
>> This change was made (to my understanding) because of an assumption
>> that you usually just want to disable 1 or 2 hidden layers. This might
>> be the case for some people but that's just a personal preference. In
>> my case for example, for better clarity and cleanness I prefer to only
>> enable the layers that have dupli-visible geometry while keeping all
>> the rest nicely disabled like this.
>> http://www.zanqdo.com/tmp/Dupli_Visibility.png
>> So there you go, the assumption is now invalidated and we still have a
>> counter intuitive widget that forces the user to click *18 times* in
>> order to disable the hidden layers. With the standard system this
>> would only take 2 shift clicks.
>> On the other hand, for those who still prefer to only disable the
>> hidden layers it would also take only 1 or 2 shift-clicks! I can not
>> think of a real reason why the standard behavior is ignored here just
>> to save a single key press to some users
>> thx
>> Daniel Salazar
>> patazstudio.com
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