Add Tabs to 3D View Edit Mode #37568
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
16 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#37568
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
The 3D View toolbar needs tabs defined. I propose the following (with a few changes/additions likely needed for the less standard object types, like surfaces):
Mesh Tools / Curve Tools / Surface Tools / Meta Tools / - context sensitive, based on the selected object, and holding all the modeling tools.
Shading and UVs - those operators pertaining to UV unwrapping, normal calculation, surface shading.
Primitives - operators for adding new primitives to the scene.
Options - edit mode options, such as X-Mirror, Edge Select Mode, etc
Grease Pencil
This provides the key tools needed during a single process all in one tab, allowing the user to continuously work and very seldom switch tabs. Using the existing tools organization/layout, this also allows everything to fit nicely on a standard 1080p display with zero scrolling, using the default layout (even with the Operator panel up).
Changed status to: 'Open'
Added subscribers: @JonathanWilliamson, @brecht, @PawelLyczkowski-1, @ack-err, @CodeManX, @billrey, @Januz
#38334 was marked as duplicate of this issue
There are several ways one could go about categories.
As pointed out by @ack-err on IRC, we could categorise by
I think the easiest to understand is a task-oriented grouping. UI research has found task-oriented UIs to be easiest to use, because that fits how users think. They don't think 'I want to fiddle with vertices' they think 'I want to add more detail to my character close to the jaw'.
Most tools apply to both Verts, Edges and Faces, but some apply only to one of these
I started to put the edit mode tools into task-based categories:
Here's an overview with most of the edit mode tools included:
Looks good. So Vertex/Edge/Face change name and contents based on the selection mode?
Also, maybe it's out of scope for this but what about moving the contents of the Grease Pencil panel from the properties sidebar into the new tab?
Added subscriber: @PaulGeraskin
It seems you already redesign Edit tools.
Just my wishes as on the table:
http://i.imgur.com/gRRG0th.png
http://i.imgur.com/S4BqAHW.png
Added subscriber: @koilz
Here ive listed the mesh tools. bpy.ops.mesh.
Selected the frequently used, then added them together.
With the rest ive segmented them into different categories.
These exclude Transform, UV, Normal, Drawing Tools.
More could be added to this. But this is the kind of structure i like.
Most of these tools are the Add and Remove type.
This comment was removed by @koilz
http://wiki.blender.org/index.php/User:Koilz/20.12.13_Mesh_Edit_Tools
Heres a design.
But im not sure.
http://wiki.blender.org/uploads/c/cc/K_MET02.PNG
I guess the Add and UV/Draw tab should be separate.
Mabey the edit tools should be separated to panels.
I would move Subdivide to Edit > Edges.
Added subscriber: @xrg
Initial tabs are in. Just note that not further organization or improvements have been done. This just makes the tabs work:
1af82c0194
3D View Toolbar: Reorganize Mesh Edit Tools and Optionsto Organize 3D View Edit Mode Tabs and toolsJust for reference, these are the edit mode tools from 2.69.
@JonathanWilliamson I did this organization some time ago, it's definitely not perfect, but maybe you will find it helpful. Just needs splitting into tabs, and conversion into a single column.
I think a global panel, could be good for the History, Grease Pencil, Ruler.
Then these can be pinned easy, and are in one tab, they are kind of global tools, in the sense that they work for each mode.
For the object type tools, object, mesh, surface, armature, pose, etcetra..
I think it would be best to keep these tools in one tab. Then separate with panels if many.
Ive added a picture with an example.
Added subscriber: @MikhailRachinskiy
◀ Merged tasks: #38334.
Is this considered to be a showstopper for 2.70 release?
Added subscriber: @AndyDavies-3
Organize 3D View Edit Mode Tabs and toolsto Add Tabs to 3D View Edit ModeRemoved subscriber: @AndyDavies-3
Added subscriber: @AndyDavies-3
@MikhailRachinskiy, possibly. At the Sunday meeting this weekend we should decide whether to keep tabs as a 2.70 target or postpone to 2.71. If it stays as 2.70, then it's definitely a showstopper until it's finalized.
With that, I've updated the original description with a proposal. Here is the python file: http://www.pasteall.org/49011/python
Note: ignore the "Retopology" tab.
@PawelLyczkowski-1 that is nice, although I'd like to wait on the actual reorganization of the tools until the tabs are fully defined. After that, then I'd definitely like to revisit your organization and see what we can apply.
@koilz, I agree with the global panel to a degree, in that I think there should be a dedicated History panel and a dedicated Grease Pencil panel. But I would keep them separate, namely because "Global" doesn't mean anything. How is a user to know what's there until they click on it? This is the same problem I see now with the original "Basic" tab I put in. Which is why I've removed it in my updated version.
Global.. I dunno, I cant think of a better name.
..
Heres a test file: http://wiki.blender.org/uploads/f/f7/K_space_view3d_toolbar_24.01.14.zip
Swap the "space_view3d_toolbar.py" file in "\scripts\startup\bl_ui" to test.
Code Modified: line 28 to 903
Modes Modified: objectmode, mesh_edit, curve_edit, surface_edit, text_edit, armature_edit, mball_edit, lattice_edit, posemode.
Ive removed the history, grease pencil, measure tools, from each mode.
If an action exists in objectmode, the acton browser is displayed in the animation tab.
Mesh Tools are the same as the current version.
I removed the Create/Add tabs, except for objectmode and mesh_edit.
Added subscriber: @marcog
Added subscriber: @DanielGrauer
i would like to see some better solutions for the operator shelf, i think it causes a lot of scrolling because it shares the space with the tool shelf.
i also had a crazy idea about a "global" tool shelf that always has the full screen height and does not split when windows are split. maybe like this the operator could be window specific and the tools shelf global somehow.
@JonathanWilliamson: I think this is a lot better. Some comments:
I think the repeat / history stuff should be moved to the tool settings / redo panel. If we have icons for repeat and history they shouldn't take up too much space.
Undo / redo doesn't quite fit in the tool settings panel though, because you don't necessarily undo the tool there. Maybe that's not too bad. An alternative for undo/redo would be to add a global edit menu, since these are global operations. I'm not sure what the best option is here.
@DanielGrauer: there's discussion about the tool settings here #37450 (Tool settings panel location in the UI). This topic is about the organization of the edit mode tools, not toolshelf / tool settings design in general.
@brecht This tool organization is from the vanilla Blender. Jonathan wrote:
Added subscriber: @raindrops
Can we hide these tabs? Clutter can be reduced if the selected tabs can be hidden away till they are needed again. Another advantage is that when there are too many tabs, the tabs start showing truncated names. So having fewer tabs means every tab shows its full name.
A drop-down list can be provided at top/bottom to see all the hidden tabs.
Another idea is to provide context menu (right-click on the tab to hide, pin, etc.)
@brecht, thanks for the feedback! Like @plyszkowski mentioned, the current tool organization is mostly identical to 2.68. I'd like to get the actual tabs finalized first and then improve organization within the tabs.
About Primitives / Create tab, I agree that Create makes more sense in the long run. I'll go with that.
@raindrops, if you're comfortable in Python then it takes less than five minutes to disable tabs in your build. As for the context menu, it's already there. Just RMB on the panel header.
Added subscriber: @mgmalheiros
Vertical tabs are a great idea, but in my opinion horizontal tabs are more problematic in this context.
Anyway, please NEVER allow more than one column (or row) of tabs, as the interface will get terribly confusing.
Please see the following page on the Interface Hall of Shame, to see how bad things can get: Tabbed Dialogs
@JonathanWilliamson No real crits, atm, other that what I have already spoken to you about. Looking good, mate.
Changed status from 'Open' to: 'Resolved'
Are you sure about tabs initial placement?
@JonathanWilliamson, After using the new tabs for a while I feel that they are perhaps a little cramped horizontally. I did a mockup with an increased gap on the left hand side of the tabs and think that it allows the design to breathe a little more.
Thoughts?
@MikhailRachinskiy, the reasoning for putting Tools first is that it's likely the most commonly used tab, and thus should be open by default (default is the first tab registered). Originally I had Create first, as it does make a linear sense. In order to keep Create first, we would need to find a way to define the default tab.
@AndyDavies-3 I'm not seeing a lot of difference. You just increasing the width of the tabs? I've noticed on non-retina screens the tabs definitely do feel a bit more cramped.
@JonathanWilliamson, I just increased the gap between the tabs and the end of the interface on the left hand side by a couple of pixels.
Here is a gif that shows the before and after (you might have to open in a new tab for it to play)
Ah cool. I'll play with this.
@AndyDavies-3 Yup, good one. Looks less claustrophobic.
@JonathanWilliamson but this is not the reason to break the logic and consistency, default tab is not that important.
@MikhailRachinskiy I would argue that default tab is very important. Otherwise you force users to change the active tab every single time they start a new file. That's just silly.
My preference would be to order the tabs like you have suggested, but to make Tools the default one. I'll check and see if this is doable. I'm not honestly sure.
@JonathanWilliamson
We have
Save Startup File
option, hey problem solved! :DThe main tools in recent blenders have always had these different names as the top panel, in the Tools area.
'Object Tools' 'Pose Tools' 'Mesh Tools' 'Curve Tools' 'Lattice Tools'.
I think it would be best to have the Tools tab with the different names.
Rename the 'Tools' tab to 'Mesh' for mesh edit mode, 'Object' for object mode, 'Pose' for pose mode, etcetera.
Added subscriber: @lopataasdf
Sorry, is there any way to disable highlights for text in tabs?
@lopataasdf the highlight is controlled via the Region Text Highlight theme color, so just adjust this to be less/more intense.
@JonathanWilliamson no it is not, Region Text Highlight changes only tabs border color.
Ah I misread. No. There is no way to change the text highlight currently.
Then maybe we can just get rid of this unnecessary highlight? ^^