Oooh ... what a great idea ... somebody get right on that one ... k? Seriously ...joeri wrote:Can't someone write a python script to add default models/settings etc.
- 3point light. -Limbo -Nightfall set. things like that. One button -> done.

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There is a concept in GUI design "putting memory in the user, versus putting memory in the design". Not talking about computer memory, but where the knowledge is.. If you had a 3DsMax user come to blender, and they are working with both programs, you want to make it easy for the 3DsMax user to shift without having to remember what hotkeys do what.. If you keep them different, there is a greater chance for error.. Also a good way to tell a design is if the interface is fundamentally understandable, take a look at SILO and how it implements the "rotation" gadget.. Doesn't the handles look like something you would see in a machine shop, doesn't it look like you can grab a handle and turn it, its a clue to what the gadget does, that's what designers of interfaces spend a lot of time thinking about (good GUI designers that is)... Maya and 3DsMax on the other hand have really sorry GUI's.. But there may be defaults configured specifically for 3DsMax users that use blender in the process.. Each audience may have its own set of defaults in blender.kxs wrote:I think that Blender`s interface IS user friendly. The thing is that it is quite different from 3dMax or Maya interface. I think the main way of convincing people to try out Blender is making cool renders and animations. When you see that something great whas made with Blender you want to try that soft.HiNMity wrote: Its not about designing for the newbie. Its about accessability and user friendly interface. Everyone benefit from logical clean interface.
I'm no GUI expert, but I have an opinion about everything.HiNMity wrote: Its not about designing for the newbie. Its about accessability and user friendly interface. Everyone benefit from logical clean interface.
asside from euler tumbling, and left click (which can already be customized)Left click/Marquee select
- Customizable key/mouse bindings
- Euler tumbling viewport ( whick keeps the viewport up-axis constant and not dolly when tumbling)
- Floating panels ( as in build you gui wherever/however you want)
- Customizable menus
- Tabbed panes
Blender originated before many of these conventions existed. Changing takes a significant refactor of pretty much every tool blender has, so is not a small task.Sometimes i get the impression that blender tries to reinvent the wheel and forces the users to like it.
Some of the coders do think this way. Each participant is on his own path though and so those who are best capable of doing particular work are not always those interested in doing that particular work.How can we make this tool to fit into as much peoples production pipelines as possible and how can we build it around a fast learning approach?
I don't see how any of these are that important.HiNMity wrote:- Left click/Marquee select
- Customizable key/mouse bindings
- Floating panels ( as in build you gui wherever/however you want)
- Customizable menus
- Tabbed panes
Workflow is hardly customizable.HiNMity wrote:If Blender had those things as defaults it would gain a larger audience but it would not leave out the existing one since blender would be designed to be ultra customizable but with good recognisable fast approach features.
Pretty much like other software. Ever tried flash?HiNMity wrote:Sometimes i get the impression that blender tries to reinvent the wheel and forces the users to like it.
I'm still not convinced this is a good question.HiNMity wrote:How can we make this tool to fit into as much peoples production pipelines as possible and how can we build it around a fast learning approach?