Having a longer label option could be a nice solution. Decipher icons aren't an 
issue when you use Maya every day. Eventually you'll get used to them.

The problem is when you don't use it every day. I can be months or even years 
without using Maya at full (I think that may change a little from now on) and 
every time I forget what half of my shelf means.

And custom scripts without icons and only 4 chars labels are also another 
problem.

Martin
Sent from my iPhone

> On 2014/03/26, at 5:06, Luc-Eric Rousseau <[email protected]> wrote:
> 
> You can turn on the labels for the Maya shelf in the shelf editor (in
> its Option menu)  but the point is, the shelf, or toolbar in general,
> are quick shortcuts to things that are the menu, so having to decipher
> them is not an issue. The shelf is fun and made to play around.  You
> can tear off a menu to get a quick toolbar for one-click access to
> menu commands.  The only maya thing doesn't do correctly in that area
> is it's not showing you the shelf icon next to the menu item to help
> users learn that these two things are the same, which might be leading
> some of you to believe that these are different.  Now about the
> wonderfulness of text labels, I have no clue what a QuadChamfer is and
> if there is an ointment for that. :P
> 
> 
>> On Tue, Mar 25, 2014 at 3:28 PM, Octavian Ureche <[email protected]> wrote:
>> Icons are great for people comfortable with the application, not that much
>> for everyone else. A perfect example of an elegant solution would be what
>> the sidefx dev team did when doing their own version of "the shelf". They
>> added 3 modes for displaying it: icons, text and icons with text underneath.
>> The shelf in maya, has always been icons only. Yes you can hover the mouse
>> over the icons and it will show you what that icon represents, but it's
>> pretty annoying to have to do that all the time, or learn the shapes of the
>> icons. Yes, you can also hack it, by building your own custom color square,
>> and use that for every single shelf button, and then add a custom label for
>> each, taking into account that you can't use more than 6 or 7 letters for
>> each square, thus reducing things like "rigid link" to "rgdlnk"...and this
>> is exactly the point - this is the maya way...hacking your way through with
>> a mental machete, instead of just having things layed out elegantly in front
>> of you.
>> The truly great thing about text is that it is usually consistent throughout
>> all 3d applications.
>> A sphere, an extrude, a cut, a material, a vertex etc, are all usually the
>> same in all apps, or similar concepts very easy to translate mentally. While
>> a square cut in 4 sides with one side greenish and arrow pointing at it
>> (component selection icon), or a set of bowling pins with a large circle
>> around them (rigid body from selection) is only in maya. If i am a max,
>> lightwave, c4d, houdini, xsi etc user, and i see a set of bowling pins, how
>> does that make me think of rigid bodies from selection? i could think of
>> nurbs or game engine tools or shading or who knows what. Each of us
>> understands an image differently, but a "rigid body from selection" is the
>> same to everyone working in 3d.
>> 
>> Does this make sense?
>> 
>> Cheers,
>> Octav
>> 
>> 
>> On Tue, Mar 25, 2014 at 8:56 PM, Andy Goehler <[email protected]>
>> wrote:
>>> 
>>> Would you want to ged rid of that massive arrow in the MCP too? :-)
>>> 
>>> Icons have their place, they need to communicate well and be used with
>>> care. The Nuke toolbar icons work great IMHO.
>>> 
>>> Cheers,
>>> 
>>> Andy
>>> 
>>>> On 25.03.2014, at 17:40, Paul Griswold
>>>> <[email protected]> wrote:
>>>> 
>>>> 1.  Text based everything - I hate the shelf in Softimage as well as the
>>>> UV editor.  Get rid of icons entirely.
>> 
>> 
>> 
>> --
>>      Octavian Ureche
>> +40 732 774 313 (GMT+2)
>>         CG & VFX
>>        www.okto.ro

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