[Bf-funboard] Designers ahoy!

Ton Roosendaal bf-funboard@blender.org
Sun, 28 Sep 2003 13:15:42 +0200


Hi all,

I'd like to invite people to tackle three pending tasks:

* cursor bitmaps
As laid out in the UI doc:
http://www.blender.org/docs/UI/ui_redesign2.html
Design can be delivered as gfx, but eventually it should be converted  
to actual code, as also resides in the Ghost library. I'll need a coder  
for it to help converting.
(example: void set_timecursor(int nr) in blender/src/editscreen.c)

* new icons
Also mentioned in the UI doc. The old icons are in this file:
http://www.blender.org/doc/UI/blenderbuttons.tga  (targa format)
Blender's interface code can colorize and brighten/darken icons. In  
some situations a special designed version of an icon are needed though.

- Keep the same locations for icons in the image, saves us coding in  
Blender!
- make the image 32 bits RGBA with antialiased alpha layer
- Keep usage of color limited to when it really has meaning. Make  
default greyish icons, to allow Blender to colorize it as well.
- icon (0,0) is the left-bottom one. Row span (21) is (preferably)  
fixed too, so add new icons only to the top of the image
- The order new icons are added is free, however; icons that represent  
two states (active/passive) need to reside next to each other.
- current grid is 20x21 pixels. current max icon size is 15x16 pixels.  
However, since we don't draw 'buttons' around an icon anymore, the max  
size can go up to 19x20 pixels.
- as you can notice, not all icons were used in the icon image.
- I'd like to have a default 'anonymous tool' icon as well, for  
developers (scripts) to add an icon button without immediate need to  
design one.

As an experiment, how would icons look like when they're all rendered?  
Designed as 'curve object' or so...

* context sensitive toolbox
With Matts work on the menus as an example, we have to evaluate three  
main aspects:
- what are exactly the 'context options' in which situations (make  
diagram?)
- can we code it in such a way that hotkeys/pulldowns/toolbox can all  
use the same structure?
- what is the correct design to represent it? Pie menus? Maya style?  
3DS style?

-Ton-


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--
Ton Roosendaal  Blender Foundation ton@blender.org  
http://www.blender.org