[Bf-funboard] Re: Re: Large Texture buttons redesign proposal

GSR - FR bf-funboard@blender.org
Tue, 18 Nov 2003 18:18:25 +0100


wreynish@yahoo.dk (2003-11-18 at 0019.32 +0100):
> Why is it slower and more unclear?

I think I am not the only one who pointed that now textures
"disappeared". What in the past was "look", now is "move mouse, click,
look".

So it could be like

 | Material |  Lamp  |  World  |

|    1    | Active Channel|x|A|F|
|    2    | |      Name       |-|
|    3    | Type
|    4    | |     Image       |-|
|    5    |
|    6    |
|    7    |
|    8    |

It still has space, even after including labels like "Editiable
channel". Maybe the |x|A|F| buttons could be below, instead of near
the label, and even then, there is space to be used if needed. Top
buttons would be rarelly used, specially if it follows active object
(any idea of how to get World "object"?) so flow will be select
channel in left, then from top to bottom in right.
 
> The only way I can find where we have infinite
> textures (or alot anyway) is to make a list of some
> sorts, beit a photoshop layers style approach or an
> approach like I did. A photoshop style layers thing
> would be cool, but it might require a little more
> programming. It's a good idea though, I might look
> into it.

Look into full tree systems too then, for example, IOW a full rework
of the shading system, thus the GUI must change. But until then, I do
not see why change if later it is going to be changed.

> How to leave spaces in my design:
> 1-Click New to add an empty channel.
> 2-Leave the texture block saying "add new"(like it
> currently does) alone and create a new channel
> In other words, just don't attach a textureblock to a
> channel and you have an empty channel.

So to add channel in 8th pos, click 8 times. Eek. It is a bit
different. :]

I can hunt down a page that talked about how computer designers seem
to like punishing people with clicking and other extra steps, making
usage slower. If i remember where it was...

GSR