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Re: GUI menu locked in window: msg#00178video.blender.devel
One thing I think would be nice is having a stack of user defined functions in the 3D view. With an easy way to assign functions to the stack from the header menu, simple icons, this in itself could be a good way to make the workflow faster. Especially if it is user configurable (and as usual saves itself in the .blend files so you can have per-project setups) and comes with a good default setup. Martin --- trip <trip@xxxxxxxxxx> wrote: > All of which sounds great! And should be added. > > My goal is to create an interface that will keep a > lot of runaways to > stay a little bit longer. As out lined by this post > that eventually > went in to a crap fight, but the begging of it > seemed to have some good > outlines of what outsiders think. ANd what still > keeps them away. > http://www.cgtalk.com/showthread.php? > s=&threadid=139661&perpage=15&pagenumber=1 > > > The different window panes and divisions are a great > tool for stream > lining the interface and then using the short cut to > hide all other > windows and just work in one full screen window is a > great asset to > have as it stands. My idea is just to get the > buttons that are just > needed for a constant tack or group of tasks into > plain view grouped > together and to disperse with the other buttons that > are not needed. > > I will work on mock ups. > > My current question is. Where is the code that locks > a window into a > window pane? The transform pane is the same window > type as the IPO N > key. So they should be able to move around into each > others window pane > for example, instead of being locked in their own > window . While that > is a silly idea, it just apart of this idea. The > real meat of the idea > is to have ALL menu groups to be able to freely hop > into each others > windows. > > The next idea is the hard one. To be able to have a > new GUI window pane > that will let you create and assign a button to a to > your custom > button. So a truly custom menu could be created for > supreme speed work > flow. The buttons would just be stock buttons or a > simple draw button > thing. > > Another idea is taken from an out side source. To be > able to just > physically drag a button out and onto a menu group. > This would not let > you determine the size of the button but it would > give the power of > custom. > > The one and exact reason for all of this is to > attract more coders into > the coder base. I am trying to find an answer to the > massive amount of > feature requests that are made and dreamed upon but > never created. > > My other project of Bounty is in the works still. > And it is another > idea that complements this. > > > > > On Apr 25, 2004, at 6:13 AM, Ton Roosendaal wrote: > > > Hi, > > > > I find it hard to digest information from this > proposal... but it > > resembles one of the design proposals from the > original 2.3 todo doc. > > When I can find time, I wanted to allow to have > another (or multiple) > > Blender windows open next to each to each other. > This in first > > instance to support dual screen better, but it > could also allow to > > visualize multiple Blender scenes on one desktop, > multiple editmodes, > > or the rendered window on other screen, etc. > > In theory, you then can also "unglue" an existing > (subdivision) window > > in Blender to become a real desktop based window. > Optional of course. > > I still consider a subdivision system offering > better workflow than > > having your desktop cluttered with lotsa > overlapping windows. > > _______________________________________________ > Bf-committers mailing list > Bf-committers@xxxxxxxxxxx > http://www.blender.org/mailman/listinfo/bf-committers __________________________________ Do you Yahoo!? Yahoo! Photos: High-quality 4x6 digital prints for 25¢ http://photos.yahoo.com/ph/print_splash |
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