I'm an almost brand new user of Blender. I say almost, because I took me 2 or 3 times before I really decide to get into it. I have to completely agree with what oktodindon and other said. Especially:
...so why not define configurations presets so that Blender asks you at the very beginning if you'd like to have a preset preference (at least that reminds you of another application you are more familiar with)? I think it can be done to some extent even in the current version 2.42. The possibility to have a highly customizable environment is totally confusing for new users IMHO.LetterRip wrote:That said - the interface is to become fully customizable after 2.43 - and likely will have some themes that can have things work in a similar fashion to Maya, XSI, etc.
I agree.Gustav Göransson wrote:Another thing that makes it difficult new users (and people like me who can’t even remember my own telephone number) is the frequently use of hotkeys. Hotkeys are great those know them and it improve the speed dramatically. I believe that you never should replace a button with a hotkey. It’s much easier to learn where a button is than learning a shortcut. A tend to learn where the buttons is and what it does before I learn the hotkey, and believe most people also do.
This is very nice indeed... BUT why are the workspace and scenes destroy buttons located at the righthand side of the drop down menu? This is totally non-intuitive and freaking annoying when you accidentally destroy the workspace you just spent 30 minutes configuring. And this should not even be a button, but an option at the very lower position of the dropdown menu, moreover with a request box asking you if you would really like to destroy it!!pinhead_66 wrote:- you can have as many screenlayouts as you want and change quickly between them, this has been in blender from the start (above the 3d view, the field with "SR:")
It is true however that after a relatively short time, I could handle the thing quite OK (excluding unimplemented features, e.g. camera bank along the LOS). I guess many of you will tell me "then if you're ok with it after 10 minutes, what you say is irrelevant". But I did not mention that I spent some hours configuring my environment, and try to learn some essential keyboard shortcuts. I also read some Blender tutorials mentioning something like "...after spending one week learning it, it became easy to use". That's not the way it should work I think.
I'm exactly in the same situation. I've been using computer since 1984 with Aplle IIe. I've been doing a lot of computer programming, from Apple BASIC to realtime parallel assembly code of DSPs, and I've played the geek game for quite a long time (Apple, PCs, Amiga, Mac, Windows), and as oktodindon said "I'm tired to be a geek" now (although I still have the feeling sometimes). I also add that I've been designing realtime instrument software for scientific applications, and that I've especially cared about the users's opinion to program them and make the interface user-firendly and intuitive. From that experience, I can say that blender UI is not very intuitive in the first place.oktodindon wrote:So from my eleven years experience of a computer user, I can say I know how to merge with a computer. But I'm tired to be a geek and I noted that the best softwares ever are the one combining the most intuitive interface with the most complete features.
I agree too on that point. And I must admit that the manual clearly lacks explanations on certain points. And I do not want (certainly like many others) to spend time reading tons and tons of forum messages to find the answer.oktodindon wrote:Why this community don't see that because it's free, it will attract all kind of people (and excuse me if I'm wrong, but when we watch Blender communities and Blender galleries, it's 95% young people discovering 3D, and images are in general much less impressive (in terms of modeling, texturing and rendering) than most commecial softwares).
Actually something like Next Limit's "Maxwell Render" is doing that. I regularly check the user forum, and many improvements of the GUI has come from users wishes.kAinStein wrote:b) Have you ever told Autodesk that their interfaces are "shit" and that they have to change the interface that way that it fits to your needs? And in addition forcing others to change their way of doing things because you don't do it that way... (Would be interesting to hear the answer to such a request... *giggles*)
I doubt your mother has any interest in 3D softwares... has she?jesterKing wrote:My mother will not be able to use 3dsmax, how intuitive it may be to those who work with it.
Another non-intuitive thing in Blender: why isn't the "Add" menu located in each 3D header? Why are the "Add" and "Timeline" menus located in the "User preferences" window? Please tell me what is intuitive in that... That's what oktodindon wants to say. Intuitive also means that when you did an action, then you can remember how you did it, simply because the steps to lead you there were flowing naturally (at least for basic actions). Sometimes in Blender, you need to go look 3 times in the manual (or spend a few minutes) to remember how you did things because some GUI elements are not where or how they should probably be. Oktodindon doesn't mean the interface is "shit", he just said it could be improved very straightforwardly.oktodindon wrote:When you come to make 3D graphics, you already are not dumb and your brain has enough capabilities to make "right" decisions intuitively. You won't click on the Quit button to create a cube.
Except that "Grabbing" is the typical example not very intuitive things, at least far less intuitive than "m" for moving, or "t" for translating, because "Grabbing" does not mean "moving things" in the first place. I agree that grabbing is probably a pre-requisit for moving or translating things, but again, it's not intuitive (sorry I'm not a native english speaker, so please someone tells me if I'm wrong on that point).kAinStein wrote:Having in mind that Blender is used via keyboard and mouse there's nothing more intuitive than R for rotating, S for scaling and G for grabbing
Okay, let's continue to learn how to use Blender!