Hi Daniel, I've got usability issues on my desk the next period - will add both on my todo!
BTW: just don't flood me now with usability topics! I prefer to do bugfixing and solve old issues still :) After mid december I think I'll have much more time for it. I would also like to spend time on re-instating the module owner/member teams, and check with them on how to handle such topics efficiently. Laters, -Ton- ------------------------------------------------------------------------ Ton Roosendaal Blender Foundation [email protected] www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 30 Oct, 2012, at 20:02, Daniel Salazar - 3Developer.com wrote: > I've been pointed out by Pablo that the same layer behavior is present > on the renderlayer masks. Here I can repeat the exact same points. > Maybe this was a choice made to prevent users from clearing the mask > selection in a time the undo system didn't work too well? Now if you > make a mistake (forget to press shift) you can simply undo > > Daniel Salazar > patazstudio.com > > > On Tue, Oct 30, 2012 at 12:50 PM, Daniel Salazar - 3Developer.com > <[email protected]> wrote: >> This are two simple details that are in blender for some time. I >> woudn't pester about this if they weren't getting in the way all the >> time. I'd like to have another discussion about them and hopefully get >> to a solution. >> >> 1) Node editor release confirm >> >> The tweak (right mouse drag) behavior in the node editor is the only >> place in any other editable part in blender where "Release Confirms" >> is forced to the user, like it or not. It forces the user to re-think >> the tweak behavior every time he/she switches to another editor. This >> is wrong because tweak is something we should do naturally and >> effortlessly. >> >> More importantly we have an editing preference for those who like this >> behavior but it's ignored in the node editor: >> >> http://www.zanqdo.com/tmp/ReleaseConfirm.png >> >> This hack also fails interestingly on the Detach node operator >> (Alt+Tweak) where it reverts to obeying the preference after the tweak >> so you do have to click to confirm! >> >> Please let it respect the preference again so everyone can have it as we >> prefer >> >> >> 2) Dupli Visibility >> >> Dupligroup layer visibility toggles work different than any other >> layer toggle in Blender. >> >> Normally clicking on a slot disables the rest, while shift-clicking on >> a layer adds to the selection. This is in line with everything else in >> blender. But Dupligroup visibility is different. You click on a layer >> and you toggle it while shift clicking does exactly the same. >> >> This change was made (to my understanding) because of an assumption >> that you usually just want to disable 1 or 2 hidden layers. This might >> be the case for some people but that's just a personal preference. In >> my case for example, for better clarity and cleanness I prefer to only >> enable the layers that have dupli-visible geometry while keeping all >> the rest nicely disabled like this. >> >> http://www.zanqdo.com/tmp/Dupli_Visibility.png >> >> So there you go, the assumption is now invalidated and we still have a >> counter intuitive widget that forces the user to click *18 times* in >> order to disable the hidden layers. With the standard system this >> would only take 2 shift clicks. >> >> On the other hand, for those who still prefer to only disable the >> hidden layers it would also take only 1 or 2 shift-clicks! I can not >> think of a real reason why the standard behavior is ignored here just >> to save a single key press to some users >> >> thx >> >> Daniel Salazar >> patazstudio.com > _______________________________________________ > 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
