[Bf-taskforce25] A couple UI/functionality proposals

JimmyVolatile spam at useful.no
Fri Jul 3 18:04:32 CEST 2009


Sorry. I misread your suggestion. I can not find any convenient way to
rotate the textures either, other than rotating the mesh 45 degrees in one
direction and then rotate the object 45 degrees in the opposite direction.
Or the Rot 90 button on [Shading (F5) --> Texture --> Map Image] panel.
Simply having another set of sliders for that, like you've suggested, makes
perfect sense to me.

For my suggestion of modifying the textures using G/S/R, i was thinking
about something similar to the texture space transform here (select an
object and press T to try):
http://wiki.blender.org/index.php/Doc:Manual/Textures/Options/Map_Input#3D_View_texture_space_transform


I was simply thinking that the currently selected projection type would show
in the same way as the texture space does now: a dotted outline of a box
shape. With the difference that the dotted outline would simply show the
active projection type (flat, tube, cube, sphere) with the relevant axis
arrows (x, y, z) protuding at the right places on the projection type
outline. The

For simplicity, consistency and predictability, the same outline shape could
show up as you're manipulating the sliders as well, thus making it easy to
align texture projections to objects.
With regs,
Jimmy Volatile
On Fri, Jul 3, 2009 at 3:52 PM, Brian Staub <brian.staub at yahoo.com> wrote:

> Hey Jimmy
>
> If the sliders already exist somewhere, they're nowhere logical in 2.4x as
> many buttons, so I couldn't find them.
> And when I did a search to try and find out how to rotate textures in
> Blender the Empty method was all I found.
> Your G/R/S idea would be good if you could select the texture in the
> viewport somehow... but I don't think it would be obvious it could be done
> to new users.
>
> Cheers
>
> Brian
>
>
> ------------------------------
> *From:* JimmyVolatile <spam at useful.no>
> *To:* The Blender 2.5 TaskForce <bf-taskforce25 at blender.org>
> *Sent:* Friday, July 3, 2009 4:02:52 AM
> *Subject:* Re: [Bf-taskforce25] A couple UI/functionality proposals
>
> @Brian: Good Idea. However, I thought there already were sliders for
> rotating, moving and textures? (Attaching an empty is another, already
> existing option. )One interesting "Blender-way" of manipulating textures
> would be to use G/R/S-keys to move/rotate/scale the textures, the same way
> it's done elsewhere.
>
> /Jimmy Volatile
>
> On Fri, Jul 3, 2009 at 7:24 AM, Carl Olsson <carl.olsson at gmail.com> wrote:
>
>> 2009/7/3 Brian Staub <brian.staub at yahoo.com>:
>> > I have a one UI related idea that might help with the readability of
>> > truncated words when buttons are too small to contain the text,
>> > and one idea for the rotation of textures.
>> >
>> > 1) Truncating only vowels first often leaves a word still legible.
>> > This might not be the case with other languages, but this is at least
>> true
>> > for English.
>>
>> I think a more flexible solution would be to associate a list of
>> strings containing various abbreviations with each widget, the
>> abbreviations being prioritized by informative value, with the most
>> informative abbreviation that will fit the widget always used.
>>
>> Then you may have as many abbreviations as is meaningful and useful
>> for a given widget and each language can have it's own optimized
>> abbreviations.
>>
>> eg.
>> "OSA", "OverSamp", "Over Sampling"
>> "TrSh", "TraShad", "TraShadow", "TransShadow", "Transparent Shadow"
>> (okay, that's getting a little silly)
>>
>> All these different textual representation could however make things
>> more difficult for documenters and new users.
>> _______________________________________________
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>> Bf-taskforce25 at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-taskforce25
>>
>
>
>
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