[Bf-committers] 2.8 3D Manipulator Design
joeedh at gmail.com
Tue Aug 23 17:40:46 CEST 2016
Right. I'm rather bad at designing these interfaces myself. That's the
On Tue, Aug 23, 2016 at 2:35 AM, Ton Roosendaal <ton at blender.org> wrote:
> 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
> > videos:
> > http://www.autodesk.com/products/fusion-360
> > Here's a direct link to one of the videos:
> > https://www.youtube.com/embed/KZyjLwKWyOw?rel=0
> > 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
> > (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
> > dependency graph). These shapes have event callbacks (and an "am I still
> > alive" method) and can contain other shapes. They also participate in
> > 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
> > 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
> > talent.
> > Anyway, cheers!
> > Joe
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