[Bf-funboard] UI talk + session at bconf
gatis.kurzemnieks at gmail.com
Wed Sep 25 06:16:08 CEST 2013
I know interface pretty good, and with UI work I mean adding the missing
things - proper outliner behaviour, materials window, your mentioned
dependancy graph, multi object editing etc. No need to change what is good
- only add what is missing and do little cleanup. Seems like high priority
work to me.
On Sep 25, 2013 3:44 AM, "Beorn Leonard" <beornl at ozemail.com.au> wrote:
> This is not at all true.
> Everyone has a different idea of what is the most important aspect.
> For example. for animators and riggers it's most definitely the
> dependency graph.
> The Blender UI might need a little cleaning up, but as I've said
> before the aim should not be (and clearly isn't) to make Blender as
> terrible to use as Maya.
> I urge you to get to know the interface a little better, Gatis.
> Approach it with an open mind and recognise its strengths. An informed
> opinion carries more weight.
> ----- Original Message -----
> Message: 2
> Date: Tue, 24 Sep 2013 20:12:46 +0300
> From: Gatis Kurzemnieks
> Subject: Re: [Bf-funboard] UI talk + session at bconf
> To: harley at hacheson.com
> Cc: bf-funboard at blender.org
> Content-Type: text/plain; charset=UTF-8
> UI should be priority over most other areas of development.
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