Agree this is a problem, liked the way lightwave solved this using tabs along the top.
http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPacks/LWGlass/LWGlassImages/02aGlassPolysB.jpg With the panels we have it should mean you expand/collapse what you need but I tend to not bother and scroll instead. On Fri, Aug 5, 2011 at 6:40 PM, François T. <[email protected]> wrote: > is it also related to the fact that the tool & property panel are getting > really messy as well !? Lots of information, most of it you wouldn't use all > the time, if on top of that you add 1 or 2 addons you're getting easly lost > (or at least I) > > F > > 2011/8/5 Campbell Barton <[email protected]> > >> On Fri, Aug 5, 2011 at 3:37 PM, Matt Ebb <[email protected]> wrote: >> > On Fri, Aug 5, 2011 at 3:20 PM, Campbell Barton <[email protected] >> >wrote: >> > >> >> >> >> Yep, but there is still a conflict here in how settings are exposed, >> >> should the operator be synchronizing between scene->toolsettings and >> >> operator options at all? >> >> >> >> Its error prone - if a python script for example runs a bunch of >> >> operators it can adjust the scene->toolsettings used when they next >> >> run live unwrap. >> >> >> >> once we add last-used settings. should this be used rather then >> >> initializing the options from the tool settings? >> >> >> > >> > Yes - as far as I'm aware the only reason toolsettings is used at the >> moment >> > is for this purpose - to store the most recently used settings for >> > particular tools. Ideally this sort of functionality should be enabled >> for >> > all operators. For all I know the scene->toolsettings is just there still >> as >> > a stopgap measure from 2.4 for this sort of purpose, it would be better >> to >> > replace it entirely. >> >> Disagree, for options like "Normalize Weights", "Sculpt Mirror", and >> many paint/sculpt options - you don't want to have to think about >> these every time you access an operator. >> Especially since these settings apply across all different operators >> you could easily forget that the last time you accessed a certain tool >> you didn't set an option and mess up you're work without realizing it. >> >> >> This option is internally (scene->toolsettings->uvcalc_flag & >> >> UVCALC_TRANSFORM_CORRECT), the idea is to be able to do other >> >> transformations and have the UV's be corrected - just transforming a >> >> vertex loop could work too for example. >> >> This option is meant to work more like mesh mirror, where multiple >> >> tools use it. >> >> >> > >> > Could it not be a per-operator property? It would be more consistent with >> > other tools that way, and a bit more controllable. Also if settings are >> > stored if its something you like to use it only needs to be switched on >> > once... >> >> Depends... if this only ever stays used for one tool I guess so, but >> would like to use this option for multiple tools eventually (after >> fabled bmesh merge). >> >> > matt >> > _______________________________________________ >> > Bf-committers mailing list >> > [email protected] >> > http://lists.blender.org/mailman/listinfo/bf-committers >> > >> >> >> >> -- >> - Campbell >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > > > -- > ____________________ > François Tarlier > www.francois-tarlier.com > www.linkedin.com/in/francoistarlier > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
