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Posted: Fri Oct 17, 2003 9:35 pm
by iluvblender
:shock: :shock: :shock: :shock: :shock: :shock:

just magnificient.

:D

Posted: Fri Oct 17, 2003 9:46 pm
by OTO
Hi

me too, I have a SEG FAULT with mandrake 9.1???!!!
Weird
Bye
António

Posted: Fri Oct 17, 2003 10:38 pm
by dgebel
(after picking up jaw from the floor...) :-)

Way to go Ton! Love the way the recent UI suggestions have been implemented. Of course, all the tutorials will have to be rewritten now... :-)

.... Arg! I can't stop!!! Sorry!....

Just a couple of further suggestions/problems....! sigh

1) I presume the "font with missing pixels" problem in the "background & settings" box is related to the object box problems already mentioned so I won't. :-)

BUT... how about adding the Object property box to the F9 panel, as well or instead of, to the 3d view. Background could go in the World view maybe.

2) when buttons are selected, the dark grey background makes the black text VERY hard to read!!!!

I'm pretty sure this has been discussed in the UI discussion before, but I'm not sure of the consensus.

Either
a) kill the gradient colour (use the lighter end of the dark grey graduation) and/or make the text darker - it almost looks like the text itself is changing colour between dark & light gray????
b) make the backplate a bit lighter and reduce the area covered by the gradient, the "unselected" buttons seem to have less of a the gradient/3d effect, but still look good.
c) use another colour: make it "lit" or active. eg White or some other "lit up" colour.
d) I guess suggesting a "lit" outline on the button would be counterproductive by this point in time :-) (its just that old question of "lit" vs "depressed" buttons)

3) Better visual communication of the "view modes". For example the Rotation/Scale mode editing indicators are good, although they COULD maybe be put into a popup menu as well... or not.

However, what I wanted to bring up was for example on the 3d/View popup menu - the modes and commands and dialog boxes are mixed confusingly. Local/Global mode, perspective/ortho, front/side/top, etc are ALL there, some with checks, some without. If you select a checked item, shouldn't it UNcheck it? But it doesn't, and it doesn't make sense either - they are (n-state) radio buttons, not switches.
The menu spacers are not really enough - perhaps the equivalent of dialog box would be less confusing? Hate to pull it off to a real dialog box (need an OK/Cancel click then) Or...

4) menus are good, command toolbars are very good to have too. Like the Rotation/Scale mode indicators - but all the other packages let you have single button clicks - much less mouse clicking & travel! Maybe a new window type "Toolbar" where you can add or hide any of the menus you want. View port/type would be good there, and grouping would make radio buttons more obvious.

5) For the truly new stuff, the collapsible buttons(?), awesome. How about a standard "options" VISIBLE button, rather than just Right Mouse - with all those things to move around, new & old users could get messed up quickly. And a "Restore Default menu positions" for the list - I need it already!

I'd better stop now... Hope you don't mind all the detailed comments here!

Posted: Sat Oct 18, 2003 1:41 am
by slikdigit
Wow Ton, this is fantastic. I now want a web-browser,chat and email client in blender so I can ditch the rest of my desktop altogether. :wink: :D
thanks for the hard work
Bassam

Posted: Sat Oct 18, 2003 6:13 am
by niket
really cool look.. thax to all guys who involved. :D
Numeric input, loopcut etc. not yet there so hope that in official 2.29 version it will be.

Posted: Sat Oct 18, 2003 6:24 am
by matt_e
Note: I've posted an updated Windows build in the first page of this topic.

I want to add my congratulations to Ton too - the amount of coding he's been doing over the last couple of weeks is just staggering! Please keep in mind that it's still under construction so don't get too disappointed :)
dgebel wrote:1) I presume the "font with missing pixels" problem in the "background & settings" box is related to the object box problems already mentioned so I won't. :-)
Ton's already fixed this now :)
2) when buttons are selected, the dark grey background makes the black text VERY hard to read!!!!
Would you please be able to provide a screenshot of this? Are you using AA fonts or not? (it should be the same either way though). When buttons are selected, the text should definitely not be black, but white like this:
Image
3) Better visual communication of the "view modes".
What do you mean by 'View Modes'?
some with checks, some without. If you select a checked item, shouldn't it UNcheck it? But it doesn't, and it doesn't make sense either - they are (n-state) radio buttons, not switches.
That's a valid use (according to standards docs anyway) of ticks in menus, they can indicate both toggled selections and or radio-button-like choices. You can probably find something similar if you hunt around in some other apps - I know at least Photoshop does it. In Maya, and XSI they have the User/Front/Side/Top/Camera choices in a list like that although they don't use tick marks (treating the menu items like commands rather than selected choices). I thought it would be helpful and more logical to include the ticks to distinguish them as choices, from commands and to show the current state.

I agree there is a lof of them though, but it's a tricky problem to solve. Concrete mockups and proposals for that menu are welcome in the Interface forum ;)
4) Maybe a new window type "Toolbar" where you can add or hide any of the menus you want. View port/type would be good there, and grouping would make radio buttons more obvious.
This is in the UI doc, and planned. Don't know if it will make it into 2.3 though.
5) For the truly new stuff, the collapsible buttons(?), awesome. How about a standard "options" VISIBLE button, rather than just Right Mouse
Yep, this functionality needs to be made more accessible and explorable. Thinking of a general 'window controls' menu-button in the window headers.
I'd better stop now... Hope you don't mind all the detailed comments here!
It was inevitable anyway :)

Posted: Sat Oct 18, 2003 10:59 am
by Carnivore
broken wrote: Would you please be able to provide a screenshot of this? Are you using AA fonts or not? (it should be the same either way though). When buttons are selected, the text should definitely not be black, but white like this:
Image
Nope, it actually looks like this:
Image
This goes for the toolbox too, but that will be rebuilt, right ;)

Just trying to be useful ;)

Posted: Sat Oct 18, 2003 11:30 am
by matt_e
Carnivore wrote:Just trying to be useful ;)
It is - wouldn't want it to be in the final build! :) What OS, graphics card, drivers? If anyone else is having the same problems can you please post the details, too? Also, if it's on Windows, can you try that more recent build on the front page and see if it's the same?

Cheers

Posted: Sat Oct 18, 2003 1:05 pm
by Carnivore
Im running WinXP Home with nVidia MX-440 64MB video card, 6.13.10.3082 drivers (IMO the newest). Also, your custom GUI for 2.28 runs just fine, if the two are related.

*edit* ah yes, the newest release has fixed this. Looks correct now.

Posted: Sat Oct 18, 2003 3:40 pm
by xand
like dgebel says, mode indicators are missing : you don't know if you are in perspective view or not (5key) and the view (front, top, side) appears only in the menu.
Sometimes, depends of the order of selection, vetexpaint mode is no more indicated. try Fkey, Vkey and faceselect through the menu, the vertex indicator disappears but you're always in vertexpaint mode.

concerning the texture/mapping pannel, it will be good to have the possibility to expand the subpannel in a long pannel as the ancient ui.
with the new one, it's not easy to check the parameters of all your textures.

the icon to call the world setting should be replicated in the render pannel, to hurry the changes while making test and preview.

it should have a general option for making context-sensitive pannel (like vertexpaint setting or edit mesh subpannel) always visible for those who prefers this.

+++

Posted: Sat Oct 18, 2003 5:45 pm
by leinad13
Broken: here are some shots of the white text i was talking about and of my text settings.

Image

Image

Image

I am using windows XP home, GeForce MX 4200

Posted: Sat Oct 18, 2003 5:54 pm
by Desoto
I think Dgebel's suggestion about putting the scaling/rotation indicators into a pop-up list like the shading indicators is great. I think that would save a lot of space on the header bar and it would allow you to move that icon further to the left so the headers fit on smaller viewports better.

I'm also wondering if the "mode" popup could be condensed slightly by making it more like the window type popup, where the icons and their names are only listed when the button is clicked, but the icon itself is always displayed.

I also think I'd like to put together a proposal for how the "view select object" menus could be reworked slightly to be more effective. Right now I think they take up more space than is necessary for what they accomplish. But thats just my opinion.

I love the themes button...that whole setup works very nicely, especially the "Copy Color" box...I really like that idea. My only suggestion would be to make it possible to type into the dropdown box for the name of the theme instead of having a separate box into which you can type the name. If this is unclear I'll elaborate. If there is no way to accomplish this, perhaps the boxes should be labeled.

My third suggestion, though not as trivial, is to add an "alarm" which would sound when rendering is completed. This would make it possible to minimize blender and get an audible notice of when rendering is finished. I think 3ds Max has this feature but I'm not sure...regardless, its not my idea technically speaking, its just a suggestion that may/may not be easy to implement.

Great work so far guys! I'm becoming more and more happy with it as time goes on! :D

Posted: Sat Oct 18, 2003 7:27 pm
by dittohead
UglyMike wrote:Segmentation fault in Mdk 9.1... :evil:
Ah well, looks ok on my Win2K at work but I couldn't really test it there...
I just hope we don't jump the gun too much and try to get it out of the door for the Conference. I'd prefer a buggy beta release to a buggy official Blender 2.3. Maybe wait some weeks/months for the coders to finish and for documentation writers, tutorial developers etc to catch up....
Hmmm, I think something's really screwy with dependancies in mdk9.1 and the latest blender tree, and it needs to be fixed.

I'm moving to fedora in the next month. Screw mdk, it's buggy anyways.

:roll:

Posted: Sat Oct 18, 2003 7:56 pm
by Carnivore
Hey, I'm no expert, but would you consider this a bug:
http://www.hot.ee/tere343/holyshit.jpg

I hit Ctrl-X on oct18 build
WinXP, nvidia MX-440, latest drivers

Posted: Sat Oct 18, 2003 8:15 pm
by matt_e
Carnivore wrote:Hey, I'm no expert, but would you consider this a bug:
It's a known issue :)