Color Filter: Sliding UI #97959
Currently when using using the Filter tools in Sculpt Mode, like the Color, Mesh or Cloth Filter, to start the operation you need to click anywhere in the viewport.
Click and drag from left to right will have a positive effect and from right to left the inverse effect.
The exact behaviour is very hard to understand and no information on the actual strength is given in the UI.
So we should add a UI element to give additional information.
Luckily D9314 and D9054 already implemented such a UI element and modal keymap that could be reused for the Filters.
So when executing a Filter it should display a scale in the header to know how strong or inverted the effect currently is.
Unlike with the Pose Mode Breakdowner the slider should start at the 0 % mark.
E for overshoot,
Ctrl for increments and
Shift for precision should also be included.
The capped 100% and -100% points will have to be tested so as a user it is rarely necessary to press
E to overshoot the range.
Before we can do this the pose slide widget should be made more generic. Currently it is to tight to the pose slide functionality to be reused in other areas directly.
I added the generic slider implementation to the task description. We can test if that can already be sued as it is for Sculpt Mode.
From the recent module meeting:
The question was raised on how we should handle non-linear sliders like Smooth and cloth filters.
For cloth filters we agreed that we should not use sliders and instead other visual feedback in UI. That’s because they are always live, incremental effects.
For the Smooth filter type Joe will test with relating the incremental use of filters directly to the mouse position on the screen from left to right. This would make the filters much more predictable and make it possible to reverse and tweak the effect in one operation.
The smooth filter type needs more attention then.
I will eventually open a design task for a cloth filter gizmo then.
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