[Bf-funboard] Scene inspector/explorer mockup

Luke Wenke bf-funboard@blender.org
Tue, 9 Dec 2003 14:07:10 +1000


> Basicly it could work like the XSI layers system which
> is very simple to use but also extremely powerful.
> Here is a screen showing the XSI layers system:
> http://www.shadeless.dk/ui/layers_xsi.jpg
I think the wording for XSI is pretty good... I like it being called "view"
rather than "visibility" since "view" is more specific. It means that
something can be rendered without being visible in the view though....
(which has its pros and cons) "Sel." is ok, as long as there is a tooltip -
otherwise the user might think it means "selected" rather than "selectable".
It is better than ghost since "selectable" would be easier to understand for
many users (like myself).

> It shows the Scene manager in
> Hirearchy mode which displays datablocks and objects
> in an organised hirearhy with the standard Blender
> icons for objects, textures etc.
Note that it is spelt "hierarchy" and I'm not sure if that is the best name.

> (maybe it should have
> arrows instead of "+" and "-" to make it more
> consistant with the rest of Blender.)
"+" and "-" are a little more straight forward I think ("+" means "show me
more" (expand) and "-" means "show me less" (collapse)), and seem to have a
larger clickable area.

> I have organised
> things as they are in Blender (the material datablock
> is attached to the mesh datablock for example). Here
> it is:
> http://www.shadeless.dk/ui/scenemanager_hirearchy.jpg
I like it... and how about if you click on anything (like a texture, etc) it
takes you to the texture buttons and makes sure the object is selected...
and you could copy textures from one object to others, etc. Maybe it could
say which channel they're in (1-8) since I think that is important. e.g.
TE:(1) Carpet_tex. It could also say what material number something is. That
way you could copy the 3rd texture from something and put it into the right
place of another material... On the other hand that idea probably would
involve lots of empty texture channels, which would waste quite a lot of
space.
BTW, what do you mean by "Schematic"?
- Luke.