Everything in this post is just an IMO so there is no need for another flame war. My opinion is biased at two points: I know 3ds and I find its interface quite good and intuitive, however I like OpenSource programs so I want blender to be better.
I'm not a new to 3ds, but just starting to learn blender and of course I don't know much yet.
Considering this and the fact that I already decided to use blender, everything below is not something I demand for myself, but something I'd like to change in blender.
I agree with what Gustav Göransson said about hotkeys having their equivalent in menus/GUI buttons. But this depends on the auditorium someone's aiming. I can show examples for 3ds max (it's similar for Maya, but I don't know it much either, so I can't show you my preferences, only can say that you can get rid of most menus there too)
3ds window looks like this
at the beginning, but you can easily get rid of any unnecessary elements.
And this is blender
(and also overall widow placement here is my proposition for default 2nd screen - Model).
Overall they looks similar, but at the same time 3ds interface looks more organized just because there is a complete menu at the top, button bar below it and so on.
TrackBar in 3ds has a button with frame number, you can drag it right or left (or just pressing < or > and / for playback ). And it opens for Mini Curve Editor (plus there is a "Full Size" Curve Editor and etc).
And things like this is also good
at the beginning (but this should go to "
Default view is confusing to new users (Feature Request)"
Other than that there are only minor things:
Green Line at the top right corner with line "www.blender.org
" and version number on it can be placed in "Help" menu instead, and information about Vertices/faces/Objects/etc can be placed in a floating window like "Transform properties".
About rounded interface: probably it looks good, but I think it's just a waste of space, lucky for me every other software had an option to return to usual rectangular form (winXP,Linux: KDE, Gnome, Xfce, fluxbox), but regrettably it's impossible in blender. This steals a little bit of space (besides being inside actual program window in winXP it doesn't look convincing).
About buttons window: Buttons named "Centre Curso", "Set Smoo" and others looks strange, because there are a lot more unused space in the certain toolbars (or how they're called in "Buttons" window), and text is trying to scale with the button size. In 3ds you can scroll down this menu, in blender it's the same...
Hotkey Q - Additional hotkey to quit blender? Isn't every OS has GUI buttons to close application?
Layer visibility manager - is it needed? I think that indicator inside
I tried combinations Ctrl+1 to Ctrl+0 to find out that 1-4 used for SubSurf while others act just like 5-0 being pushed without Ctrl (if the buttons aren't used I expected them not to be used).
F1 tries to open file instead of Help (it's as standard as Ctrl-C/V and other combinations.
kAinStein wrote:To the docking: Well, I meant to have them docked (kinda) - similar to a mixture of the rip off menus in Gimp or toolbars in other programs. You don't want a panel? Close it. You still can access it on the header or over a menu.
I concur, something like this would be good to have. Or maybe something like this?
Or probably something similar to both?
kitsu wrote:Max - Modifier stack! very cool and a large collection (BTW we have modifiers too now)
Indeed, that was good to find, however workflow is different in blender than in 3ds max, where you're creating something then placing as many modifiers as you want and then you're still able to use modifiers like "Edit Mesh" in the end to tweak your mesh the same way as ordinary editing without having to collapse ("applying" in blender) your previous modifiers. So modifier like this would be extremely good to see.
(I might be wrong of course since I'm relatively new to blender...)
And a quite important hint for 3ds max is: try not to collapse your modifier stack until the very end (because at every moment you have access to your previous steps and your resulting mesh.
The way modifiers are appearing is still a mystery to me, they're not appearing at the top, they're trying appear at the bottom, but when it's impossible they're appearing somewhere in the middle. I'd prefer them to appear exactly where I want to (like in 3ds) or do not appear at all, since these modifiers are just simple ones, but using some of the other 3ds modifiers in a random places might just screw up your work completely...
I definitely have to get some sleep now, so that's all for today... I can't think straight anymore.