Nested Bone Collections 4.1 Notes #116795

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opened 2024-01-04 17:59:45 +01:00 by Demeter Dzadik · 6 comments
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I've been testing the new Nested Bone Collections system and giving lots of small points of feedback, so Sybren asked me to create a task so they don't get lost. Only adding points that have been previously discussed and agreed upon (or at least not disagreed with) in chat or IRL.

UI module:

  • UX: Clicking on a collection shouldn't un-collapse it. (#117402)

Anim Module:

  • UX: Adding a new collection should add a sibling after the active item, rather than root entry at bottom of list.
  • UX: Removing active item should take hierarchy into account and go to the item that is visually above the removed one. (Imo this would be best implemented such that the operator asks the UI what element should become active, since the UI knows which element is being drawn above the current one. Will then also work when filtering is added.)
  • UX: Should be possible to un-solo a collection, without un-hiding collections that were always hidden to begin with. (#117414)
  • UI: Use empty circle icon to indicate when a selected bone is assigned to a child of a collection.
  • Bug: Show All and Solo Visibility operators don't currently work
  • PyAPI Bug: coll.move() doesn't update collections.active_index, so it can fall out of sync with UI and collections.active.index
  • PyAPI: Expose "unfold children" property of collections to Python (#116940)
  • PyAPI: Add a .parent accessor
  • PyAPI: Allow .parent to be writable too instead of coll.move_to_parent(some_coll). Shoutout to Sergey for the help! :)
  • PyAPI: Add a .index accessor
  • PyAPI: Add a .bones_recursive accessor
  • Suggested Hotkeys:
    • F2: Rename
    • X: Delete
    • Shift+A: Add
    • Ctrl+F: Search (once it's there) like a just-start-typing kinda thing
    • Up/Down Arrow Keys: Changing active element
    • Left/Right Arrow Keys: (Un)collapse
    • Enter: Toggle visibility
    • Ctrl+Enter: Solo
  • 'Remove Empty Collections' operator, that removes all bone collections that have no bones and no child collections either.
I've been testing the new [Nested Bone Collections system](https://projects.blender.org/blender/blender/issues/108941) and giving lots of small points of feedback, so Sybren asked me to create a task so they don't get lost. Only adding points that have been previously discussed and agreed upon (or at least not disagreed with) in chat or IRL. UI module: - [ ] UX: Clicking on a collection shouldn't un-collapse it. (#117402) Anim Module: - [x] UX: Adding a new collection should add a sibling after the active item, rather than root entry at bottom of list. - [ ] UX: Removing active item should take hierarchy into account and go to the item that is visually above the removed one. (Imo this would be best implemented such that the operator asks the UI what element should become active, since the UI knows which element is being drawn above the current one. Will then also work when filtering is added.) - [ ] UX: Should be possible to un-solo a collection, without un-hiding collections that were always hidden to begin with. (#117414) - [x] UI: [Use empty circle icon to indicate when a selected bone is assigned to a child of a collection.](/attachments/bd4d44d5-56e3-4d66-9945-cba330d28bad) - [x] Bug: Show All and Solo Visibility operators don't currently work - [x] PyAPI Bug: `coll.move()` doesn't update `collections.active_index`, so it can fall out of sync with UI and `collections.active.index` - [ ] PyAPI: Expose "unfold children" property of collections to Python (#116940) - [x] PyAPI: [Add a `.parent` accessor](https://projects.blender.org/blender/blender/commit/9f38c6e887c38b2999c5a6c74e233e8df2ae906b) - [x] PyAPI: [Allow `.parent` to be writable too](https://projects.blender.org/blender/blender/commit/29be81ec238) instead of `coll.move_to_parent(some_coll)`. Shoutout to Sergey for the help! :) - [x] PyAPI: [Add a `.index` accessor](https://projects.blender.org/blender/blender/commit/cd8f1853ed558bb73beac38be285997641e7877a) - [x] PyAPI: [Add a .bones_recursive accessor](https://projects.blender.org/blender/blender/commit/65d25ed8136594df71b5876eb5523958aa37c0fb) - [ ] Suggested Hotkeys: - F2: Rename - X: Delete - Shift+A: Add - Ctrl+F: Search (once it's there) like a just-start-typing kinda thing - Up/Down Arrow Keys: Changing active element - Left/Right Arrow Keys: (Un)collapse - Enter: Toggle visibility - Ctrl+Enter: Solo - [x] 'Remove Empty Collections' operator, that removes all bone collections that have no bones and no child collections either.
Demeter Dzadik added the
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label 2024-01-04 17:59:45 +01:00
Iliya Katushenock added this to the Animation & Rigging project 2024-01-04 22:52:10 +01:00
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UX-wise one thing I don't like is that I preferred dot icons on the left of the name, its way easier to see for many reasons, and on the right being next ro eye icon it makes it look like you can click it and expect some result too.

Also, icons on left was more inlined with Outliner, where icon on the left indicates which objects you have in active edit mode.

UX-wise one thing I don't like is that I preferred dot icons on the left of the name, its way easier to see for many reasons, and on the right being next ro eye icon it makes it look like you can click it and expect some result too. Also, icons on left was more inlined with Outliner, where icon on the left indicates which objects you have in active edit mode.

When you move the dots to the left, this is what you'd get:

image

I'm not a fan; having the text closer to the triangle makes the hierarchy visually clearer to me. Note that this is not yet with #116200 applied, so maybe once that lands we should revisit this.

on the right being next ro eye icon it makes it look like you can click it and expect some result too.

This is what I wouldn't mind having, actually. Assign/unassign by clicking that icon.

When you move the dots to the left, this is what you'd get: ![image](/attachments/f6b018ec-114f-40a7-9af9-6a5629769627) I'm not a fan; having the text closer to the triangle makes the hierarchy visually clearer to me. Note that this is not yet with #116200 applied, so maybe once that lands we should revisit this. > on the right being next ro eye icon it makes it look like you can click it and expect some result too. This is what I wouldn't mind having, actually. Assign/unassign by clicking that icon.

UX: Ctrl+Clicking an eye icon should Solo a collection, and Ctrl+Clicking it again should restore visibilities to their pre-solo states. (Can discuss most ideal behaviour in more detail; Look to 3D View's Local View for inspiration!)

I'm assuming you're referring to the 3D View local collections:

image

These work in a weird way, at least on my computer:

  • Ctrl+click on the eye doesn't do anything. Ctrl+click on the label does the solo'ing. This to me feels quite counter-intuitive.
  • Dragging on the eyes doesn't do anything either, so toggling every eye is no more a matter of pressing the LMB and dragging, but users are forced to do this one-by-one.

I don't know if this is such a good example for inspiration.

> UX: Ctrl+Clicking an eye icon should Solo a collection, and Ctrl+Clicking it again should restore visibilities to their pre-solo states. (Can discuss most ideal behaviour in more detail; Look to 3D View's Local View for inspiration!) I'm assuming you're referring to the 3D View local collections: ![image](/attachments/8e1b9599-3876-4530-bd6f-d1f22c19f6b0) These work in a weird way, at least on my computer: - Ctrl+click on the eye doesn't do anything. Ctrl+click on the label does the solo'ing. This to me feels quite counter-intuitive. - Dragging on the eyes doesn't do anything either, so toggling every eye is no more a matter of pressing the LMB and dragging, but users are forced to do this one-by-one. I don't know if this is such a good example for inspiration.
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I also prefer the dots on the right side but I can't really justify it beyond "I like how it looks", so if someone has a strong argument for changing it then I won't complain.
I love the spelling "Boan", I should use that.


I'm assuming you're referring to the 3D View local collections

No, sorry, I totally forgot this UI element existed, that's why I wasn't specific enough, but I meant collections in the Outliner; There, you should be able to do the Ctrl+clicking on eye icon to solo behaviour that I described.

I also prefer the dots on the right side but I can't really justify it beyond "I like how it looks", so if someone has a strong argument for changing it then I won't complain. I love the spelling "Boan", I should use that. -------------------------------- > I'm assuming you're referring to the 3D View local collections No, sorry, I totally forgot this UI element existed, that's why I wasn't specific enough, but I meant collections in the Outliner; There, you should be able to do the Ctrl+clicking on eye icon to solo behaviour that I described. <video src="/attachments/3dabcafd-a7ba-4b20-b0a4-c618a0de1560" title="outliner_collection_solo.mp4" controls></video>
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And to elaborate on this:

Can discuss most ideal behaviour in more detail; Look to 3D View's Local View for inspiration!

What I mean is that when un-soloing an object collection, as you can see near the end of the above video, it just unhides all collections, even if they were hidden before anything got solo'd.

Contrast that with what I implemented in CloudRig:

Which you can also test and see the code of in this .blend:
cloudrig_collection_solo.blend

It just doesn't un-hide collections which were already hidden before soloing a collection. So un-soloing more or less returns you to the state that you started out from.
Why I think that's vital:

  • In the old box layer system, soloing a layer was as simple as clicking on it. Although admittedly, there was no "un-solo" option at all! :'D
  • Most rigs will have mechanism/deform bones on hidden collections.
  • As an animator, let's say you want to solo the Fingers collection.
  • When you un-solo, you don't want to reveal the mechanism/deform collections that were hidden in the first place. It would cover your screen in bones! You only want to reveal collections that got hidden by the Solo action.
And to elaborate on this: > Can discuss most ideal behaviour in more detail; Look to 3D View's Local View for inspiration! What I mean is that when un-soloing an object collection, as you can see near the end of the above video, it just unhides all collections, even if they were hidden before anything got solo'd. Contrast that with what I implemented in CloudRig: <video src="/attachments/e287fe97-580c-4913-a692-238fa77fcb92" title="cloudrig_collection_solo.mp4" controls></video> Which you can also test and see the code of in this .blend: [cloudrig_collection_solo.blend](/attachments/f1c14b4b-05d9-4799-b87a-e846983ccdd6) It just doesn't un-hide collections which were already hidden before soloing a collection. So un-soloing more or less returns you to the state that you started out from. **Why I think that's vital**: - In the old box layer system, soloing a layer was as simple as clicking on it. Although admittedly, there was no "un-solo" option at all! :'D - Most rigs will have mechanism/deform bones on hidden collections. - As an animator, let's say you want to solo the Fingers collection. - When you un-solo, you don't want to reveal the mechanism/deform collections that were hidden in the first place. It would cover your screen in bones! You only want to reveal collections that got hidden by the Solo action.

PR in #117414 :)

PR in #117414 :)
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