[Bf-funboard] Expanding the menus
Thu, 7 Aug 2003 17:43:59 +1000
> I agree with keeping pull down menus static; at least not adopt the MS
> way. What *could* be acceptable though is only presenting editmesh
> options in Mesh editmode, editcurve options in Curve editmode, etc.
> This wouldn't change the order of menu items in the main menu anyway.
While I'm really against hiding things and having things change around, I
think this may be an acceptable solution. The main problem with that huge
edit mesh menu is that I wasn't able to split the options up into submenus
(like the select/hide, modeling, etc.) since having 2 levels of submenus is
a big no-no.
If there were a top-level 'Editmode' menu (perhaps a better name than that
can be found... ObData? Sub-object?), then it would be possible to break up
that editing menu into smaller submenus and organise it a bit better. That
Edit mesh menu is really quite enormous, and I even forgot to include the
WKEY options like subdivide, smooth, remove doubles etc. which would make it
About the toolbox, I'll send another email about that to keep the topics a
bit neater. Glad you had a safe trip home from sig :)
> To reduce the long menus in a few shorter ones, you could split it in:
> All of the options in below's layout fit in these 3 categories.
> You can define something 'modeling' when the topology itself changes
> (like flip edges, fill faces, extrude) whilst 'transform' are grab,
> rotate, scale, shear, recalc normals, shrink/fatten... it's not always
> possible to make the destinction 100% sure though. Is 'proportional
> editing' a 'transform' or 'model' tool?
> And then there's of course 'add'....
> (BTW; I could not find a screenshot, but I saw in a 3DS demo at
> Siggraph that their context menu has a 4-5 fold menu layouted too. At
> least among it was "properties" and "draw modes". Something for us to
> think over too, for a new toolbox)
> (BTW2; getting over a jetlag with a heatwave here in holland is hard...