[Bf-gamedev] UI; Improvements and Customization
Jan Albartus
albartus at home.nl
Wed Oct 9 01:22:49 CEST 2013
Hi Colin,
When you save a blend file the whole current screen lay-outs are saved
with it, including additional custom created lay-outs. You can clone the
current layout by pressing the + sign next to the drop-down list. This
will make sharing of lay-outs easier. Personally I find my self
resizing, splitting/merging and changing the window content as needed
during the use of Blender. I think this would cover most of the need for
save/load layouts.
The lay-outs are listed alphabetically, but can be reordered by
(re)naming or numbering.
On 2013-10-09 01:04, Colin Knueppel wrote:
> After having a conversation with Albartus on Steam, I realize some of
> my idea exists in Blender, and that I need to describe how my idea
> differs and is beneficial.
>
> Blender currently contains a panel layout option. This is a good
> portion of what I was suggesting. It allows users to toggle between
> different workflows and creates decent customization.
> The next step of the feature would be adding save out and load in of
> layouts and organization options. Save out and load in inbuilt with
> the layout function would make sharing layouts easily done within the
> program. If I were to innovate a change in my layout, I could then
> simply save the desired layout and share over google chat with a
> coworker. It encourages mod'ability between users. With this ability
> to share comes the need for organization, as the number of layouts
> might bloat. Folder groupings could allow shared traits to be
> consolidated for ease of finding. If those folders could be toggled
> open and close, it reduces clutter. Folders may also allow saving out
> groups of layouts for fast deployment or portability of users between
> machines.
>
> The second step, now that you allow saving and loading as well as
> grouping of layouts, is to allow those layouts to also load interface
> options. Since we have the option now to have multiple layouts grouped
> and organized in an uncluttered and manageable way, you can now allow
> for more schemes and thereby more freedom with those schemes. Allowing
> users to also load preset interface options, like hotkeys, would allow
> individuals the freedom to figure out their own workflow that works
> best for their task. In a more practical application, as an employer,
> I could tailor the control system of my custom layouts to make
> teaching new employees Blender easier. For instance, I could tailor a
> texture layout that is reminiscent to photoshop users, and I could
> tailor an animation environment that's reminiscent to a maya user.
>
> Step three is adopting true mod'ability in the UI. This UI layout
> loading not only loads panel layout and interface presets but then
> also custom panels with their own scripts. This way, someone with
> adequate scripting knowledge could build their own user interface.
> They could create a toolbar, dedicate panels to certain tasks or
> whatever innovation they feel is needed. This would, for instance,
> allow an individual to repackage features in a streamlined fashion.
> Someone could create a sculpting UI, putting the tools most pertinent
> to the task in a dedicated bar with a dedicated window to brush
> presets. It might also open up innovation, like autoriggers built into
> the scheme. Tools programming could be democratized and shared, and
> Blender devs could use it as test beds for other innovations, too.
>
> These features would not supplant existing UI, but be an additive
> system that works with classic Blender. If someone wants a classic
> feature in one of these custom UIs, they need only drag out a division
> and populate it with the classic tools they desire. If they do not
> like the hotkey scheme, they can set them back to default and resave
> the layout. It allows classic power users to keep the program as they
> like, but then gives enthusiasts and production companies the ability
> to tailor the program to their needs in a share'able way. (Be a mighty
> nice feature for Steam Workshop..)
>
>
> Albartus did voice a concern about creating varying control schemes.
> If people do not use a common key set, could confusion hinder
> adoption? I cannot answer that, but I ask an opposing question.
> Wouldn't opening the UI to share'able modding create further user
> enthusiasm for the program? I believe the potential for innovation is
> more powerful than the concern of uniformity, and I know if this
> feature existed, at least some of us indies would adopt the program
> and pool together to get the most out of the feature.
>
More information about the Bf-gamedev
mailing list