[Bf-taskforce25] Updated TODO's

Sean Olson shatter98 at hotmail.com
Fri Aug 14 19:14:52 CEST 2009


I remember reading a proposal either on this mailing list or on BA regarding this.  Just thought I would bring the idea back up because I thought it had some merit.

The precision of the slider could be based on the initial click on the slider bar.   The slider bar would be divided into thirds or quadrants.  Lets say thirds for the purpose of this example.  If they click the center third of the bar and then drag, the precision would be very tight, incrementing or decrementing by 1, if they click the left or right side of the bar and then slide, then the precision would follow more of the exponential curve.     You could even devide up the bar into more quadrants to have more varied speeds of control.   I think it could work, quickly and be very easy, but the big downside is the same as your vertical mouse movement solution - it is not very transparent to users, and we would have to somehow make UI to explain the functionality.

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> From: william at reynish.com
> To: bf-taskforce25 at blender.org
> Date: Fri, 14 Aug 2009 18:42:27 +0200
> Subject: Re: [Bf-taskforce25] Updated TODO's
> 
> Hi All.
> 
> After discussion with Joe on IRC we agreed on using the 2D dragging  
> approach, where moving the cursor horizontally linearly increases/ 
> decreases the value. Moving the cursor vertically increases/decreases  
> the sensitivity.
> 
> Cheers,
> 
> -W
> 
> 
> On 14 Aug, 2009, at 5:31 PM, joe wrote:
> 
> > I disagree.  As I said before, I think it's something that can be
> > solved.  And there's plenty of situations where you need it, where a
> > linear step would be even more unusable.
> >
> > Joe
> >
> > On Fri, Aug 14, 2009 at 7:35 AM, William  
> > Reynish<william at reynish.com> wrote:
> >> Well, the exponential nature makes them unpredictable to use. Who  
> >> says
> >> you want less precision the further away you are from the original
> >> number? This assumption makes dialing in numbers with any accuracy
> >> really hard, even impossible. This is especially obvious with
> >> translations. Drag a transform location field, and you'll see your
> >> object move along slowly, until suddenly it shoots along into the
> >> distance.
> >>
> >> There are a few other possibilities though:
> >>
> >> 1. Use speed of movement to determine accuracy
> >>
> >> 2. Use vertical height to determine accuracy
> >>
> >> These are more predictable by users, because the user input is then
> >> constant, and doesn't randomly change over time, causing  
> >> unpredictable
> >> results.
> >>
> >> First option is also not a 1:1 mapping of movement, bit it's more
> >> predictable than having things shoot off exponentially.
> >>
> >> The second option (suggested by Aligorith in IRC) could work quite
> >> well. The idea is that the further up, vertically or the screen, the
> >> cursor is, the higher increments the number increases/decreases, and
> >> visa versa. But for it to be obvious to the user we'd probably need  
> >> to
> >> add some sort of visual indication. The downside is that you'd have  
> >> to
> >> pay more attention to the direction of your mouse gestures.
> >>
> >>
> >>
> >> -W
> >>
> >>
> >> On 14 Aug, 2009, at 3:12 PM, joe wrote:
> >>
> >>> Numbuts originally were linear; this was really annoying, IMHO.  I
> >>> think it's be a mistake to revert to that behavior (I find the
> >>> exponential version much easier); instead we should make the
> >>> exponential more usable; e.g., have it decrease when you move back  
> >>> to
> >>> the original position, maybe have a fixed exponential range (so  
> >>> after
> >>> a certain point it's no longer exponential) etc.
> >>>
> >>> Joe
> >>
> >> _______________________________________________
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> >> Bf-taskforce25 at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-taskforce25
> >>
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> 
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