[Bf-taskforce25] Updated TODO's

joe joeedh at gmail.com
Mon Aug 17 20:07:42 CEST 2009


This is an interesting idea.  Though it suffers from the non-obvious
problems it seems all potential solutions do :-/

Joe

On Fri, Aug 14, 2009 at 11:14 AM, Sean Olson<shatter98 at hotmail.com> wrote:
> 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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