i think it would be great in bfblender, because it make more sense

Moderators: jesterKing, stiv
No, not at all. It's more about more efficient use of space - something that's lacking in the current layout. Compactness and keeping a 'dashboard' overview of what's going on has been a primary aim - a particular example is in the material buttons, which now (in still a WIP state) gets all the texture editing controls on the one screen instead of 3 tabs of panels: http://mke3.net/blender/interface/layou ... lwip03.pnghalibut wrote:I feel the nature of the impletmentation is leading away from this:
Compact interface
As for the curves, there are few reasons why it doesn't really make a practical difference to the use of space. The thing is that white space is not in such a short supply that every fraction of a millimetre counts. There will always be space between buttons, and as any graphic designer knows, 'white space' is crucial to allow visual grouping, weighting and direction. The only time it could potentially make a significant difference is if every button in Blender was crammed in like the 2.36 Mesh Tools panel, which would be a bit of a nightmare. Secondly, the amount of 'lost space' is not as big as it may seem anyway, since the widest parts of the button is where the text is anyway. It's mostly the empty space that's rounded off, and the round shaded theme uses exactly the same code to determine whether to show text or clip it off as the other buttons (barring the toggles that is). I think curves are something that people get worried about easily since it's something obvious they see it and think, "oh, the buttons are 3% smaller in the corners - lost space is bad!" but when you look in the big picture, it's really not an issue.Curved edges do not make for tight buttons
:p Ok I was to rash.theeth wrote:I'm sure broken will appreciate you calling his work useless. Really, it's the best way to make yourself appreciated...Money_YaY! wrote:neat but pointless.![]()
Martin
Yes, I actually tried this one recently for the constraint panels, but failed. I got the menu working, showing the list of all available objects, but couldn't get it in the text field. I'm sure someone like Ton could do it though - there's a lot of similar code elsewhere in Blender. I'll try and remember to bug him about it when I give him all my other help requestsgabio wrote:long ago a though about this , as it would be a cool time saver. a browse button next to the text field where you enter datablock name.
...while you're pestering Ton please don't forget the problem you had with the Caps lock key not working as a record mode button!broken wrote: I'm sure someone like Ton could do it though - there's a lot of similar code elsewhere in Blender. I'll try and remember to bug him about it when I give him all my other help requests
It's rarely useful at best, and annoying and frustrating at worst. Constructive feedback should be encouraged, particularly in open source when people aren't being paid and volunteers won't just shut up and do something because their boss tells them to. It's reasonable to expect people to put in a little bit of work themselves if they want to be taken seriously and get what they want.joeri wrote:Whats wrong with non-constructive negative feedback?
Not only that, but open source makes this a non-issue. Volunteer time is not a commodity that can be divided up and shifted around from project to project. There's no way I would or could work on animation tools, and there's just as little likelihood of other developers working on interface. The fact that I may choose to spend time on this doesn't preclude other people from doing other things at the same time."The improve of interface is more important than add some new function."
I don't agree. I rather have some animation features. Ofcourse some are hard to implement because of faulty existing interface.
"Learning the interface all over again" - oh come on, don't be melodramatic. It's not a different application, it's just growing. I'm sure most users can deal with these sorts of changes quite comfortably. They did with 2.3 and they can again. It's not as if with a new release, every experienced user is suddenly reduced to newbie status and has to start from scratch. And, as they did after 2.3, after the initial surprise wears off, people just might come to appreciate the changes and be glad that they happened."I'm sure broken will appreciate you calling his work useless."
But it's hard to see what the advantages are. For people who use blender for a long time new interface means learning the interface all over again.
Ho ho, very funny. I hope you're not insinuating that I don't actually use 3D and just play with things. My clients and I would find that quite amusing.That's spending time on something with no (or little) gain. Sure it's nice to select themes, to change all the colors and shapes of buttons, if you are a GIU designer or don't have any 3d work to do.
This is not just true for interface changes, it happens all over Blender. Most of the older tutorials on the net are completely out of date, from just the changes in tools and workflow, and for the better. This is a pretty weak argument for conservatism - people will always be making tutorials, and I think many users would agree that it's a positive thing that so much of the Blender 2.3 guide has been made redundant through Blender's advances.For people making tutorials, reading tutorials change of interface is only a good idea if it adds functionality. Now, luckaly sometime it does, and we can't stick to the same stuff forever.
That's good to hear, thanks. I don't care, or expect everyone to agree with everything. That would make the world a very boring place! Though disagreements on their own aren't very interesting without well reasoned justification for them.There is another little comment I like to make on this. I don't need to agree with all the decisions that people make to appreciate that they are doing it. I don't alway appreciate what they are doing, but I do appreciate that they are doing it.
"I'm just giving you the arguments and justification for these changes."
They are good to read.
What do you mean now? Blender has always had a standard 'taste'. In my opinion the older taste is ugly and distracting. And I don't know what you meant by it, but it's funny you mention 'emotion'. You might like to have a look at a book called Emotional Design by Donald Norman.The blender interface now is being designed, beyond the interface of the OS it runs on, this gives the users a standard 'taste'. That can influence the work they make, or just don't like the taste.
Thanks, my sarcasm detector doesn't work that well these daysI think your work is to candy sweet for my taste, but thanks for all the work you are putting into it broken, I appriciate it very much. And no, I'm not being sarcastic.