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The new particle features need a GUI overhaul
Posted: Sun Aug 28, 2005 7:20 pm
Below is a link to the newly added particle options posted today in the CVS build. The GUI as you will see is even worse than it used to be.
 The new patch does include some very nice features though! [/edit]
It's time to redesign!
Posted: Sun Aug 28, 2005 8:06 pm
Currently the particle system is not in CVS, I just put in the build to show the great works of the authors Janne Karhu.
I like to view all this in CVS but for moment it's only a patch.
Posted: Sun Aug 28, 2005 10:08 pm
The particles panel has been in need of a serious overhaul since ages. There's just too much for one panel. Couldn't it be split into two or something?
Posted: Sun Aug 28, 2005 11:14 pm
What I understood is that all simulations and physics and such would have there own context, as editing buttons, texture buttons and so on...
am I wrong?
Posted: Sun Aug 28, 2005 11:20 pm
Dani wrote:What I understood is that all simulations and physics and such would have there own context, as editing buttons, texture buttons and so on...
am I wrong?
No. I heard something like that too. We'll see what happens.
Re: The new particle features need a GUI overhaul
Posted: Mon Aug 29, 2005 9:33 am
It's time to redesign!
A bigger screen would help.
Posted: Mon Aug 29, 2005 11:58 pm
BTW about particles:
You can "Make Parent" a mesh to a particle emitter and the mesh would
used for particles when activating "DupliVert".
It would be cool, more uniform and easy for beginners when parenting a
mesh to particle emitter a "Make Parent" menu appears (like for
armatures or curve deform):
Use as Particle
When selecting "Use as Particle" automaticlly "DupliVert" will be activated.
Posted: Thu Sep 01, 2005 8:02 am
Elbarto, that is a very brilliant proposal. I'll be honest, I havn't a lot of time this week to try and make a mock up of a new layout, but i'll try to remember.
Posted: Thu Sep 01, 2005 10:21 am
Here is a screen:
(different steps in one screen)
May to get secure that slower computers did not crash usinf ths option with a complex mesh the default count of particle should be better 100.
It would be great too when selecting drawtype "Bounds" you woud see a bounding box for the emitter and another for alle Particles. So you when you need a fast display you can imagine where the emitter is and the overall size of the particles.
So you got a very fast display.
Posted: Fri Sep 16, 2005 4:00 pm
Here is a small proposal for the Effect panel, it is far from nice but looks clearer then the actual one (is more uniform to familar thing too):
Posted: Fri Sep 16, 2005 5:54 pm
just to give more food for the though:
The current effect panel will dissapear. As the only "effect" remaining is the particle. The rest is now part of the modifier stack. Original discussion on the ML was leading to: Remove completely the notion of effect. Create a panel of button just for particle, as submenu of the object button (like material have submenu for light, shader,world...). And finally separate all button in 2~3 tab.
I think there was even some sketch or patch for that.
Posted: Sat Sep 17, 2005 10:21 pm
If you like i would design icons, structure and panels for mid of next week.
Posted: Sat Sep 17, 2005 11:41 pm
The GUI overhaul is an absolute... And let's not just limit this to the particle system
I think space is the issue. I know they want to keep all those nice little windows contained inside that little space. But maybe Dialogs is the answer. Less Clutter, more Butter.
If you have a window popup you dont have to constrain the GUI to that "square" You can create a dialog that is scaled to fit everything so that UNDERSTANDING what it does will be way easier. a variable/function name might work in your code, but not in your GUI. People like context sensitive menu items. Learning chinese will slow down their process.