I can understand your point of view, but most of the things that you describe, except for the Object/Edit/Other various modes and the cosmetics, can already be done in Blender.
I think we're trying to solve lack of a good documentation by just changing Blender's interface. And believe me changing to edit mode is a lot easier than having to find an editable mesh modifier in 3ds max! I have made a fully functional Maya keymap, that other artists in the studio where I work are using, easing their transition in a tremendous way. Unfortunately due to a bug in the export/import code I have not made it public yet (you can download the startup.blend file from the bug attachment in the tracker if you want to try it). I'm also recording a pretty extensive video guide for Maya users that want to quickly migrate to Blender. I think that clearly documenting this is a much clever way of attracting other artists to the software, rather than trying to change drastically Blender. Hope this helps. Just my 2c. Gian On Fri, Mar 30, 2012 at 10:33 PM, Jorge Rodriguez <[email protected]>wrote: > Hello! I've submitted my GSoC proposal about making an interface for > Blender that is targeted to new users: > > > http://www.google-melange.com/gsoc/proposal/review/google/gsoc2012/vino/21001 > > I would love to hear some feedback and thoughts on how I can improve the > proposal and thus my chances of it being accepted. Thanks! > > -- > Jorge "Vino" Rodriguez > [email protected] > twitter: VinoBS > 919.757.3066 > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
