Reworked Edit Context Menu #113115

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Julien Kaspar wants to merge 5 commits from JulienKaspar/blender:context_menu into main

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This update improves the context menus in edit mode.

Proposed Layout

In this PR I've reworked the mesh and grease pencil edit mode context menu to follow these principles:

  • No reliance on the selection modes. Instead rely on the what the current selection is.
  • A single column layout
  • More use of nested menus to save vertical space (if they also have a shortcut assigned to them)
  • Correct naming
  • Removed not commonly used operators
  • Added missing common operators
Vertex Vertices Edges Faces Grease Pencil
vert vert2 edge face gpencil_context

Additional Changes

  • The Delete menu has the dissolve_mode operator added. This one was not part of any menu prior, even though it is assigned the shortcut Ctrl X
  • Added a new "Write Attributes" and "Fill/Connect" menus. These are temporary placeholders that should be replaced when #113122 is merged first. These menus will display the shortcuts Ctrl E and Ctrl F.

Current UI

The current context menus are mostly just checking if what the active selection modes are.
This means there are three distinct context menus, which can even be used at the same time when multiple selection modes are active.

Mesh Grease Pencil
context_current.png gpencil_context_old

Issues

1. Failure to reflect selection agnostic operators

The idea to only use operators that match the current selection mode is coming from other software. Blenders selection is not as strict, is converting selections automatically and allows any valid operation to run on the selection.
Even when in vertex select mode, it's common to allow selection of edges and face and operate on these selection types without first switching selection modes.

2. Overuse of custom labels

Many operators and menus in the current context menus have custom naming to insert the names "Vertices", "Edges" or "Faces". In other cases the name is replaced with a similar or even the same name as the default.

Changing the name of operators between menus leads to confusion. To better identify and search for operators their naming must be consistent.

3. Flawed multiple columns layout

When opening nested menus they may open on top of neighboring columns. Navigating them can easily result in frustration. They close and open too easily so careful mouse navigation is required.
The theme also doesn't properly support this so nested menus perfectly blend into others.

An additional issue is the amount of duplicated operators among the columns. This results in a lot of wasted space.

To Do

  • Put Subdivide and Un-Subdivide back to the top of the menu? This goes against the ordering by type selection but is more useful and requested
  • Rename "Attribute" menu to "Write Attribute". This menu could be the same as the "Write" menu from #113122 with the shortcut Ctrl E
This update improves the context menus in edit mode. # Proposed Layout In this PR I've reworked the mesh and grease pencil edit mode context menu to follow these principles: - No reliance on the selection modes. Instead rely on the what the current selection is. - A single column layout - More use of nested menus to save vertical space (if they also have a shortcut assigned to them) - Correct naming - Removed not commonly used operators - Added missing common operators | Vertex | Vertices | Edges | Faces | Grease Pencil | -------- | -------- | -------- | -------- | -------- | | ![vert](/attachments/e1f73e76-fb2c-46e2-b584-b48e7868b204) | ![vert2](/attachments/e9bd9480-5acf-487f-9df8-6e78323450b4) | ![edge](/attachments/f5db84a2-ba56-451a-b313-c8d34b545727) | ![face](/attachments/6627edf6-9e60-4c2b-92b0-d5a438d95418) | ![gpencil_context](/attachments/47c9ec81-5b7c-4110-b140-1a1c681a99a7) | ## Additional Changes - The Delete menu has the `dissolve_mode` operator added. This one was not part of any menu prior, even though it is assigned the shortcut `Ctrl X` - Added a new "Write Attributes" and "Fill/Connect" menus. These are temporary placeholders that should be replaced when #113122 is merged first. These menus will display the shortcuts `Ctrl E` and `Ctrl F`. # Current UI The current context menus are mostly just checking if what the active selection modes are. This means there are three distinct context menus, which can even be used at the same time when multiple selection modes are active. | Mesh | Grease Pencil | | -------- | -------- | | ![context_current.png](/attachments/45aed114-a802-49f2-8e56-6d796926148e) | ![gpencil_context_old](/attachments/bf5fadb1-5321-42e3-9eae-33d54a7cd6f7) | ## Issues **1. Failure to reflect selection agnostic operators** The idea to only use operators that match the current selection mode is coming from other software. Blenders selection is not as strict, is converting selections automatically and allows any valid operation to run on the selection. Even when in vertex select mode, it's common to allow selection of edges and face and operate on these selection types **without first switching selection modes**. **2. Overuse of custom labels** Many operators and menus in the current context menus have custom naming to insert the names "Vertices", "Edges" or "Faces". In other cases the name is replaced with a similar or even the same name as the default. Changing the name of operators between menus leads to confusion. To better identify and search for operators their naming must be consistent. **3. Flawed multiple columns layout** When opening nested menus they may open on top of neighboring columns. Navigating them can easily result in frustration. They close and open too easily so careful mouse navigation is required. The theme also doesn't properly support this so nested menus perfectly blend into others. An additional issue is the amount of duplicated operators among the columns. This results in a lot of wasted space. # To Do - [x] Put Subdivide and Un-Subdivide back to the top of the menu? This goes against the ordering by type selection but is more useful and requested - [x] Rename "Attribute" menu to "Write Attribute". This menu could be the same as the "Write" menu from #113122 with the shortcut `Ctrl E`
Julien Kaspar added the
Module
User Interface
label 2023-10-01 15:27:47 +02:00
Pablo Vazquez added this to the User Interface project 2023-10-01 16:00:59 +02:00
Contributor

Very good direction, but some problems with your mockup that I'll mention if you don't mind. What Face Menu ends up being is simply not usable, might as well just browse header menus, it will be easier to remember visually. And you also have to take into account that most of the users are adding custom operators to certain context menus with add-ons, it will become even bigger. And while menu gets bigger some of the most useful things are missing:

  • Crease Vertices was added just in this version after a long battle, it is very needed, and missing from your mockup.
  • Mark Seams/Sharp is honestly only reason I use Edge context menu, reaching for U to make it appear is worse, that is most useful thing in those menus alltogether. That is only thing besides Subdivide that you need to access over and over instead of once while modeling. I know they're in UV menu, but moving cursor there and opening new menu and all that.
  • Delete and dissolve being under other menu and not choices right-away has the same problem. Also, what am I deleting when I have face selected? Face only? face with vertices? edges?

Some things I would remove in favour of those operators are Knife Topology and Bisect. I doubt those are used that often that need to be in context menu. They're very specific operations dependant on lotta weird selections.
I also wonder if Smooth Vertices is used that often to need place here. I use randomize more often and if that's removed might as well remove Smooth, especially when there is two operators and only one is there.

Very good direction, but some problems with your mockup that I'll mention if you don't mind. What Face Menu ends up being is simply not usable, might as well just browse header menus, it will be easier to remember visually. And you also have to take into account that most of the users are adding custom operators to certain context menus with add-ons, it will become even bigger. And while menu gets bigger some of the most useful things are missing: - Crease Vertices was added just in this version after a long battle, it is very needed, and missing from your mockup. - Mark Seams/Sharp is honestly only reason I use Edge context menu, reaching for U to make it appear is worse, that is most useful thing in those menus alltogether. That is only thing besides Subdivide that you need to access over and over instead of once while modeling. I know they're in UV menu, but moving cursor there and opening new menu and all that. - Delete and dissolve being under other menu and not choices right-away has the same problem. Also, what am I deleting when I have face selected? Face only? face with vertices? edges? Some things I would remove in favour of those operators are Knife Topology and Bisect. I doubt those are used that often that need to be in context menu. They're very specific operations dependant on lotta weird selections. I also wonder if Smooth Vertices is used that often to need place here. I use randomize more often and if that's removed might as well remove Smooth, especially when there is two operators and only one is there.
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Member

@Nika-Kutsniashvili For the heavy use of marking and clearing various attributes I'd love if there's a dedicated menu for that with a shortcut. The "Attribute" menu in this new context menu would fulfill that purpose and show all those operators.

I'll have a look at the Delete entires in the menu again. It could show both the direct Delete and Dissolve operators and the full Delete menu. Although that will take up more space.

Also if Randomize is used often then that should be added back 👍

@Nika-Kutsniashvili For the heavy use of marking and clearing various attributes I'd love if there's a dedicated menu for that with a shortcut. The "Attribute" menu in this new context menu would fulfill that purpose and show all those operators. I'll have a look at the Delete entires in the menu again. It could show both the direct Delete and Dissolve operators and the full Delete menu. Although that will take up more space. Also if Randomize is used often then that should be added back 👍
First-time contributor

I use the edge context entries for mark/clear sharps and freestyles on a very regular basis.

I use the edge context entries for mark/clear sharps and freestyles on a very regular basis.
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Member

I use the edge context entries for mark/clear sharps and freestyles on a very regular basis.

That's being taken into account. Ctrl E should always be a reliable menu for that. That menu will also appear in the context menu in this PR, with the shortcut right next to it.

> I use the edge context entries for mark/clear sharps and freestyles on a very regular basis. That's being taken into account. `Ctrl E` should always be a reliable menu for that. That menu will also appear in the context menu in this PR, with the shortcut right next to it.
Julien Kaspar force-pushed context_menu from 0c252cb689 to 4063d02e5f 2023-10-11 14:37:04 +02:00 Compare
Contributor

Subdivide being there isn't ideal. It is probably most used operation in there, especially since it doesn't have default shortcut. I would put Sub and Unsub at the top as first two options

One more thing that can make this shorter and fit design better would be if Skin Resize only appeared if there is Skin modifier on the object

Subdivide being there isn't ideal. It is probably most used operation in there, especially since it doesn't have default shortcut. I would put Sub and Unsub at the top as first two options One more thing that can make this shorter and fit design better would be if Skin Resize only appeared if there is Skin modifier on the object
Julien Kaspar force-pushed context_menu from 4063d02e5f to e40a935162 2024-01-17 12:16:26 +01:00 Compare
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@blender-bot package

@blender-bot package
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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR113115) when ready.
Julien Kaspar added 1 commit 2024-01-17 15:51:33 +01:00
Julien Kaspar changed title from WIP: Reworked Mesh Edit Context Menu to WIP: Reworked Edit Context Menu 2024-01-17 15:56:02 +01:00
Member

I was asked by @JulienKaspar to have a look at this.

This looks great to me. No comments

I was asked by @JulienKaspar to have a look at this. This looks great to me. No comments
Julien Kaspar changed title from WIP: Reworked Edit Context Menu to Reworked Edit Context Menu 2024-02-16 12:36:29 +01:00
Julien Kaspar requested review from Pablo Vazquez 2024-02-16 12:36:42 +01:00
Julien Kaspar requested review from Harley Acheson 2024-02-16 12:36:42 +01:00
Julien Kaspar requested review from Campbell Barton 2024-02-16 12:36:50 +01:00
Author
Member

I think overall this PR is ready for review and got positive reception from users.

One aspect that could be improved is to make the "Skin Resize" operator only appear if a Skin modifier is detected. Some help for that would be appreciated.

I think overall this PR is ready for review and got positive reception from users. One aspect that could be improved is to make the "Skin Resize" operator only appear if a Skin modifier is detected. Some help for that would be appreciated.
This pull request has changes conflicting with the target branch.
  • scripts/startup/bl_ui/space_view3d.py

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u context_menu:JulienKaspar-context_menu
git checkout JulienKaspar-context_menu
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