UI: Tracking: Migrate to active tools based toolbar #83612
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Status: Work in progress
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Project leader: `@Blendify
Description
Big picture: The current Movie Clip Editor still uses the old toolbar from 2.7x this task is to migrate that to the active tool based workflow
Blender 2.80 is using a new toolshelf and toolsystem, so we need to update the toolshelf in Blender's clip editor too.
The workflow for tracking in the clip editor used to be split between toolshelf on the left and sidebar on the right.
In the toolshelf you would start setting up your scene length based on clip length, prefetch footage etc.
Then you would set the tracking settings for new markers in the toolshelf.
However, the tracking settings for the active track were in the properties sidebar to the right.
Solving and cleaning were on the left in the toolshelf.
So overall, the clip editor was using the concept of toolshelf and sidebar rather loosely.
Blender 2.80 is having a different, a bit more stricter approach to the toolshelf (now toolbar)
The toolbar is the place for active tools, the toolshelf Tabs are gone.
However, now we have Tabs in the sidebar.
So we need to update the overall design of the clip editor and also think about how we can adapt the tools and operators to the new workflow.
Use cases:
Design:
Work plan
{icon check-circle color=green} Milestone 1
Move properties in toolbar to sidebar
Time estimate: 2 weeks
D9806: UI: Tracking: Move Object Scale to objects panel
D9805: UI: Tracking: Remove operator options exposed as props
D9781: UI: Update Clip Tracking menus
D9729: Movie Clip: Annotation UI Improvements
D9807: UI: Tracking: Move default tracking settings to sidebar
D9808: UI: Tracking: Solve panel to Sidebar
{icon check-circle color=green} Milestone 2
Add new active tool based toolbar
Time estimate:
2 weeks
The following tools should only be relevant to the Clip View, not for Graph or Dopesheet View. There left-click+drag should only move the time cursor, just like in regular Dopesheet.
Add Marker
The closest thing to a new tool is probably Add Marker.
We used to just Ctrl+Click to add a marker, which is very convenient. Maybe we can keep that too.
However, the new toolsystem would make it possible to move all the settings to the topbar (and hence to the tool settings in properties editor as well).
So you choose the add marker tool. In the topbar you can adjust the settings for new markers. Here's a screenshot of the settings currently in the toolbar.
To adjust the settings of the active marker you can still use the track settings in the sidebar.
With the Add Marker tool active you should still be able to track.
EDIT: The Add Marker tool should not only add the marker, but also move it, as long as you have the mouse clicked. Just like Ctrl-Click now in 2.79.
The Clip Editor has a little playback area at the bottom. So the add marker tool would have to respect that, so that we have the tool active but can still drag the time cursor in the cache/playback area at the bottom of the editor.
Box Select
Another active tool could be box and lasso select.
Annotate
Annotate just as in other editors. It should, however, be still possible to assign the annotation to the mask (Data Source), for track masking.
Ideas for other tracking tools
There are some other tools I could think of, but those are maybe something for later and would require a bit more discussion.
For instance, maybe it would be nice to have an orientation tool.
Right now you first choose 3 tracks, then hit Floor, or Origin etc.. Depending on how that went you might have to choose 3 other markers and do that again. But I could imagine that it could also be a tool:
Masking
Masking could benefit even more from the active tools concept than Tracking. But even though it is part of the clip editor I would rather open another Task for that.
Branch: none
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Blendify
#58085 was marked as duplicate of this issue
Added subscribers: @sebastian_k, @ideasman42, @hlorus, @AntonioBuch, @WilliamReynish, @SeanKennedy, @Sergey
Added subscriber: @EAW
For Milestone 2, the notes on Add Marker do not take into account the detect features operator that also allows adding markers.
Should this operator have its own options to configure markers or should it still use some centralized global settings for both?
The same question needs to be decided for the ctrl+click operator.
This is such a great idea! Something that you could adjust in realtime , watching those relationship lines, and press Enter to commit once it's all correct.
Regarding having a mode to set the scale, a very useful feature would be having a very basic human model appear, maybe 170 cm (6 ft) tall. Even if it was just an overlay at the origin point, like the outline of a human, it would be extremely useful. Scaling is something I have to guess at a lot when matchmoving VFX shots at work.
Workflow for a set scale tool could be with the tool, you select two makers if you select a third marker the first becomes unselected. The scale is thwn set by the tool when pressing enter. This same workflow can work with other orientation based tools.
A human overlay feature would indeed be useful, although un related to this task.
For those who would like to help review patches D9781 is going to be the biggest priority and the least controversial
I have made a really crappy mockup of how I think in which direction the new MCE interface could go.
Here's how I think it could work:
The default tool would be Add Marker.
It replaces the Default Tracking Settings menu. The settings you enter in the Add Marker tool settings will be used as default for every new marker, including the ones for Detect Features.
Ctrl+T still works to add a new marker, even when a different tool is active. Ctrl+T will use the same settings as the Add Marker tool.
Maybe there could be variations of the Add Marker tool, such as Add Zero Weighted Marker tool, Add Reference Marker Tool etc.
Other tools can be the selection tools, like box select, lasso select.
The header toolbar should be enabled by default, so that the marker settings are accessible.
The solve buttons will also be in the header toolbar, on the right side. To solve a shot you can press the solve button in the header toolbar. I used the play icon for that in the mockup, which is also being used in the text editor to run a script. Of course we might need a different icon. Next to the solve button are the solve settings, such as tripod, keyframes, refine etc.
The Clean Up buttons could be in the header as well as a popover, or we put them into the sidebar.
Most other tools, such as Orientation, Geometry etc. can be accessed via Menu, Pie Menu, Context Menu etc.
Others can be put into the sidebar as well.
I would love to try some things out in python, but before I can do that, the Clip Editor needs to have a toolbar in the header. If someone could setup a branch for that with the basic tool system in place it would be great!
One thing that would have to be discussed with the UI team about your proposal is currently, tool settings only affect the current tool and not operators, so this would have to be discussed.
I like what you did with the solve pop-over but I think it belongs in the regular header and not the tool header because it is not tool-specific.
Currently, we want to keep operators out of property regions (sidebar and properties editor) so I would say the pop-over idea is the best option
I started on this https://developer.blender.org/D10011 but it's not yet functional, I can try to finish that when I get a chance.
Ok, I am open for discussion. I would like to avoid though to have an extra Tracking Settings panel just for that reason in the sidebar. Personally I would not see a problem with having the settings from Add Marker tool be equivalent to the default tracking settings.
Ok, fair enough. I wanted to bring up the Dyntopo toggle button as an example against it, but yeah, that kind of affects the active tool as well, sooo, you are probably right :)
Right. But I want to mention the Remesh button in sculpt mode as counter example, which is quite similar in scope and options as the clean up buttons. ;)
Awesome! I will check that out!
Added subscriber: @HooglyBoogly
Do you have a link about this? I agree that it's a good guideline in principle, but I've never heard it phrased like "keep operators out of property regions" before.
For example, looking through the property editor now, I see operators in almost every tab.
I do not know if it was written somewhere but it was the reason the render buttons were removed for example;
1cf17b257d
It also makes sense with the operator search which searches menus.
On the tool settings and default tracking settings.
From my understanding, tools settings are not saved to .blend file. This means that if default tracking settings are replaced with tool settings, you would need to change tool settings every time you re-open a shot (re-opening Blender) and need to add new markers.
Not sure whether Sebastian suggests to to remove default tracking settings completely. If it is so, please first make it so tool settings are stored in .blend file.
This is the very first thing to address: all the changes needs to be based on a written down design.
That would be bad of course. Because yes, I was thinking to replace default tracking settings with the tool settings.
However, I just tested it in Sculptmode. I tweaked some brush parameters, such as radius, spacing etc. I saved two different files with different settings, and all of the settings were the same after I reopened Blender and opened those files.
Same with vertex paint.
So I guess it does work?
Well, brush settings are stored in the brush.
But now you made me curios and I've tested with Inset and Extrude tools in Edit Mode. They do appear to save settings in .blend. Hopefully, this is by design :)
So nevermind then the comment about persistence.
@Sergey I managed to get the tool header to work in MCE! Now I will see if I manage to get a tool to work as well. I kind of doubt it though... :D https://pasteall.org/cDoN
Added subscriber: @RedMser
Added subscriber: @brecht
Moving to next release since 3.1 is bug fixing only at this point.
Added subscriber: @lileo