[Bf-translations-dev] Material and Texture slot translation

Gabriel Gazzán gabcorreo at gmail.com
Wed Feb 27 18:06:16 CET 2013


It´s not personal, I know that. No problem.
Below I answer to each point:


2013/2/27 Yain Vieyra <yaintech at yahoo.com.ar>

>
> Sorry for my laaaate reply. I'm moving right now, and without internet.
>
> To clarify some points. I wasn't talking about the professional community
> at all. In fact,
> the professionals using blender represent a small part of the community.
>

Agreed.


> There are many
> many amateurs and students using the software today, as well as
> professionals and
> studios. But what I wanted to expose was the importance in the "workflow"
> when
> switching from an app to another, from a group of people to another, from
> a beginner
> time to a professional one.
>

I think we certainly can do something to please some group(s), but I don´t
think we can please every group.
They are usually very diverse and sometimes they even have non compatible
practices and workflows in place.


> Those who start today being just beginners, some day could
> become professionals, and they will not need to switch to a foreing UI
> just "because
> now I am a professional".
>

To my experience they often do. Not because they want it or decide to do
it, but for other kind of reasons, like they enter in a certain animation
of post house and they have to change the program they work in, or even
staying with Blender, if your new boss thinks the spanish interface is "for
losers" (or whatever stupid thing he could have said), then chances are you
don´t want to angry him and you switch the language. Or you enter a house
and everyother one uses the english interface, so you do as well.
That are things that happen all the time when you enter the professional
world..



>  Usability is a big task when designing software, and in this
> case we are talking about Free Software,
>

Let me say here that Blender, in particular, over the years, has not shown
much interest to adopt common software interface practices. :)
Quick things that comes to my mind:
- The menu system is unique. With menus in the bottom of the interface
panels.
- The right button select is unique, and for sure could not pass any
usability test.
- The transform shortcuts are unique to Blender. Why don´t we just use
standard QWER ones? In fact why can´t we just deselect by doing a click
over an empty area of the viewport?
- The viewport navigation system is unique also (as it is in any other 3D
software, I must admit). But we could adopt the Maya one (or any other
popular software´s) and have instantly abboard all of the users of that one.
- The coordinate system. The majority of 3D programs use Z for depth,
Blender uses it for height.
...surely I could extend this list some more, but the main point is that I
don´t think the lack of Blender in using this standard features don´t
prevent anyone using (and loving) it.


> so, community will produce documentation
> regarding software possibilities. Years ago we hadn't the possibility to
> translate the
> whole UI, and now, with this project, we are seeing just the beginning of
> extended
> documentation around specific languages.
>

I started taking care of the documentation reflecting the current state of
the translated interface since a cuple of months ago, and there are several
places in good shape now.


> Just take the example in the industry: You
> have programs in spanish using the same RGB convention, and that's because
> of the
> importance to stay "standard" when interacting in complex workflows.
> Imagine if
> softwares like GIMP or Inkscape change their color models to RVA just for
> translation
> reasons. What a pain for Graphic Designers and Artists in general!
>

I don´t see the magnitude of "such a pain" it's more a matter of "common
places" one is used to, and not so of "things that I won't understand".
I figure that the production pipeline of printed materials involves more
disconnected people in the last (and permanent!) fase of the process, as
well as two common color spaces (RGB, CMYK) to work with, so it could in
fact be more sensible to this confusion possibility you mentioned (and
perhaps that´s the reason GIMP uses RGB, I don´t know).
But the video or gaming production pipelines almost always work in the RGB
color space, so I don´t see such a big problem there.
As a reflexion: I don´t think that someone will get stuck for finding the
RVA letters (in place of the RGB ones) in the interface. Even less so,
provided that Blender´s interface has a (very good!) tooltip system for
every option, so if users hover the mouse they will get the appropiate
informative description about it.



> This is just added
> complexity, and what for? just to not to teach the importance of color
> models? that's not
> a good approach.
>

I brought the example of my students not for saying that it is of no point
to teach color models.
These classes are of an introductory course that don´t even touch on this
kind of thing as color models.
I mentioned it because to me is an example that most of the criticism to
that kind of thing comes from current users of the english UI and not by
fresh (and future) users.
Going to the subject of color models, of course I don't intend to translate
their names, as they are proper names (and usually trade marks also), so
AdobeRGB will stay that way (as Z Buffer in Blender stood with that name,
even though the Z axis in Blender is not the depth axis).



>
> Well, that's my opinion. I hope you don't take this personally. I just
> want to make Free
> Software to have the biggest quality for world communities.
>

Yeah, I know that's the desire of all of us.
Please tell me, appart from the RGB issue, what other words have you heard
complaints about?

Greetings,
Gabriel
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-translations-dev/attachments/20130227/d4c441fc/attachment.htm 


More information about the Bf-translations-dev mailing list