[Bf-committers] 2.8 3D Manipulator Design
ton at blender.org
Tue Aug 23 11:35:20 CEST 2016
Aside of some details, this is what Antony and Julian already have been working on.
The basics is simple, the implications and implementation not - especially to achieve top level (and pleasant) interaction.
Ton Roosendaal - ton at blender.org - www.blender.org
Chairman Blender Foundation, Producer Blender Institute
Support us - join blender.cloud or Blender Dev Fund.
> On 23 Aug 2016, at 10:29, Joe Eagar <joeedh at gmail.com> wrote:
> Hi all. I had a rather panicky reaction on pursing Autodesk Fusion 360
> Here's a direct link to one of the videos:
> So! 3D widget interfaces on steroids. I've dome similar stuff in the
> past, so I thought I'd write up how I went about designing a 3D widget API
> (to fit inside my Blender-derived application architecture).
> The basic concept is pretty simple, and is a lot like a 2D user interface
> API. You have shapes that live in the 3D viewport (and participate in the
> dependency graph). These shapes have event callbacks (and an "am I still
> alive" method) and can contain other shapes. They also participate in the
> dependency graph.
> Shapes never store direct pointers to data. References to scene objects
> and the like are stored as RNA paths.
> In my implementation shape widgets could not go modal. Instead they would
> invoke modal tool operators, and if necessary insert a temporary DAG node
> to update themselves interactively. For example, a translate manipulator
> widget has a DAG reference to the active object. When it invokes
> transform, the widget automatically moves as the user expects.
> One final point. 3D widget user interfaces are remarkably difficult to
> design, and I don't have a lot of talent for that myself. Before any
> coding happens, we should solicit proposals from people with 3D UI design
> Anyway, cheers!
> Bf-committers mailing list
> Bf-committers at blender.org
More information about the Bf-committers