[Bf-taskforce25] Sequence editor buttons - Re: [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20673] branches/blender2.5/blender: initial support for sequencer UI layout, anyone wants some monkey-work there are quite a few effects panels to do.
William Reynish
william at reynish.com
Sun Jun 7 10:34:23 CEST 2009
Absolutely agreed.
Apart from being more logical, putting them in the editor's sub-region
also makes it easier to maximize that editor, and still see all the
relevant properties.
I don't believe an 'n-key' sub-region has been added to the Sequencer
yet though. Perhaps Brecht or Ton can help? It should then be very
easy to move the python layout to its proper home.
Cheers,
-W
On 7 Jun, 2009, at 4:01 AM, Matt Ebb wrote:
> Hi,
>
> I don't think the buttons window is the right place to have the
> sequence editor buttons. As we defined at the winter camp, the buttons
> window is for settings related to the active 3d scene-level context
> (scene->object->material etc). Having the sequence strip settings in
> there is quite strange, and most of the time is completely empty,
> pushes off other important buttons, and doesn't seem to react to
> anything at all if you're using Blender normally for 3d.
>
> The right place for these controls is in editor-specific sub-regions
> (n-key style). This is in line with other editors where the local
> property regions show settings related to selection contexts within
> that editor (fcurve editor shows active curve properties, image editor
> shows active image properties, etc).
>
> cheers,
>
> Matt
>
>
> On 06/06/2009, at 9:34 PM, Campbell Barton wrote:
>
>> Revision: 20673
>> http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20673
>> Author: campbellbarton
>> Date: 2009-06-06 13:34:18 +0200 (Sat, 06 Jun 2009)
>>
>> Log Message:
>> -----------
>> initial support for sequencer UI layout, anyone wants some monkey-
>> work there are quite a few effects panels to do.
>> - buttons_context_path_sequencer() is a place holder
>> - ipo_frame_locked renamed to frame_locked
>> - added scene.sequence_editor.active_strip
>
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