[Bf-funboard] Critical improvements and features

Jonathan Williamson jonathan at cgcookie.com
Sat Sep 21 19:50:24 CEST 2013


@Campbell, ah that is interesting. I can see how that is useful. Although,
does it provide any benefit that simply selecting the objects outright
wouldn't? I cannot think of any.


On Saturday, September 21, 2013, Campbell Barton wrote:

> @Jonathan the RMB context menu only applies to the items selected in
> the outliner (not object selection), so you can for eg, border select
> some items, RMB and rename.
>
> @Gatis
> As for places to make suggestions, see:
>
> http://blender.stackexchange.com/questions/1190/best-place-to-put-feature-requests
>
> As for improving existing features - we do, notice how a few of the
> things you suggested already exist or have been added recently.
>
>
> On Sat, Sep 21, 2013 at 12:01 AM, Jonathan Williamson
> <jonathan at cgcookie.com> wrote:
> >>
> >> > > Good outliner is one of the core features used in managing complex
> >> scenes
> >> > > and hierarchies and reason for most complaints.
> >> >
> >> > I don't see any need for the 'blender-ism' style pre selection - it's
> >> just
> >> > confusing. Behaviour should be identical as in any other 3d program:
> >> >
> >>
> >> So far I agree with you on this one. Though I'd love to hear an
> explanation
> >> of the blender-ism split-selection benefits from someone in-the-know.
> >>
> >> Some reasons I can imagine for the split-selection are:
> >> - ? the outliner displays items which are not in the 3d-viewport, so
> they
> >> can't be "3d selected"
> >> - ? the outliner can be used for non-3d-viewport tasks, such as in the
> VSE
> >>
> >> Am I getting warmer? I'm just guessing, as split-selection merely
> confuses
> >> me in both outliner and dopesheet.
> >
> >
> > I use the Outliner every day and I still have no idea what the
> > pre-selection is actually used for. I just find it frustrating because I
> go
> > to click a bunch of things and it only highlights them. Part of the
> reason
> > I find it confusing is the behavior is different depending on where you
> > click.
> >
> > If you click on the object name, it select it in the viewport. If you
> click
> > in the empty space to the right of the name, it pre-selects it. But, if
> you
> > box select anywhere then it pre-selects.
> >
> > I've never found a case where the pre-select was useful in this case.
> Does
> > anyone else use it?
> >
> > Jonathan Williamson
> > http://cgcookie.com
> >
> >
> > On Fri, Sep 20, 2013 at 2:11 AM, Gatis Kurzemnieks <
> > gatis.kurzemnieks at gmail.com> wrote:
> >
> >> I agree 100% that Blender should not be changed just because other
> software
> >> is different. I really like how many things are done in Blender and in
> many
> >> many ways it is more elegant that for example Maya or other apps. But,
> >> there are things in my list, that I believe could be a huge improvement
> to
> >> Blender. If 9 out of 10 people would prefer it done differently - things
> >> must be changed. There is no point in sticking to some weird/old
> behavior
> >> if there is a more elegant way to do things and most of the users would
> >> agree that it indeed would be better. (That's why i started this
> >> discussion).
> >>
> >> And most important - Blender as an open project hast the opportunity to
> >> change for the best, as this is not the case with bureaucracy in
> Autodesk
> >> for example. We can compare other applications, discuss and take the
> best
> >> ideas and solutions and combine them in the best 3d tool in history :)
> >> Blender definitely has the potential - it is quite awesome already.
> >>
> >> Another point is that in my opinion Blender would benefit hugely from
> >> bigger professional user base. And that means that Blender can not
> ignore
> >> some widely accepted workflows which users take for granted (like a
> >> functional Outliner or predictable extrude behavior).
> >>
> >> David Jeske wrote:
> >>
> >> "In other words, I've learned that generally when blender is doing
> >> something
> >> wonky there *is* a reason for it, even if it's not obvious at first.
> Let's
> >> dig a little deeper before we jump off the cliff of thinking every one
> of
> >> these things should be changed. Then at least if we jump, we'll be
> >> informed."
> >>
> >>
> >> I have the same feeling and maybe I have missed something in some cases,
> >> but I believe that most of my points are still valid and do not require
> >> changing the way blender operates. They can be implemented as additional
> >> improvements and options.
> >>
> >>
> >> Brecht Van Lommel wrote:
> >>
> >> "..No reason this can't be done, it's just a ton of work and quite
> >> independent of any game engine work. That's the case for most features
> >> on the list by the way, editing multiple selected objects at once,
> >> more advanced outliner, multi-object editing, .. simply no- Campbell
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-- 
Jonathan Williamson
http://cgcookie.com


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