UI: Reorganize mesh sculpt mode menus #122437
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Reference: blender/blender#122437
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Delete Branch "nickberckley/blender:sculpt-menu"
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So many new items were added in mesh sculpt mode for 4.2 that "Sculpt" menu can no longer fit into 25 inch monitor, so little reorganization and regrouping is due.
While I try to make everything as consistent with other modes as possible, it's important to remember that sculpt mode is little different, because big number of uses access it from tablets, with pen or finger, so easy of access should also be taken into account.
Changes include:
Moved "Move, Rotate, Scale, Sphere" operators into Transform menu, to make them consistent with other object modes.
Renamed "Sphere" to "To Sphere" in UI, for the same reason.
Box, Lasso, Line, and Polyline Show/Hide operators, which took most of the space are now grouped in Show/Hide menu, which also exists in other modes. Its important to note that there are other operators that deal with showing and hiding exposed directly in Sculpt menu (second grouping is all related to show/hide), but I think its best to leave them there because they're very often accessed and having them in submenu would make it cumbersome for tablet users.
Box, Lasso, Line, and Polyline Trim/Add operators similarly moved to new "Trim/Add" menu and grouped together with Line Project, Fair Positions and Fair Tangency in boolean & projection group.
Renamed "Dynamic Topology Toggle" to just "Dynamic Topology", toggle is implied by checkbox.
Instead of grouping gesture tools based on shape, I grouped them by tool. It makes more sense to have "Show" and "Hide" Tools separated, that way user can develop muscle memory for picking top choice for hiding, and bottom choice for hiding.
Also made little changes in Mask menu. Since Mask is selection for sculpt mode I treated this menu as "Select" menu and similar ot Select menus in other modes.
In future:
Questions to reviewers/artists: "Set Pivot" menu should be next to Transform at the top, to match "Set Origin" menu in object mode, but I'm afraid it might mess with muscle memory for people who expect it at the bottom. Should it stay at the bottom, or move at the top?
Found the commit that added the tool in the first place; it seems like it was forgotten. I think it's fine to add with this PR
Overall I agree with the changes and I think this looks much better organized as a whole, though I can't really provide detailed input from the user side. Requesting changes specifically for the line in
space_view3d.py
@ -3099,6 +3099,7 @@ class VIEW3D_MT_object_context_menu(Menu):
elif obj.type == 'EMPTY':
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("image.convert_to_mesh_plane")
This appears to be mistakenly added?
Other PR got mixed up yes.
@ -3904,0 +3897,4 @@
props.action = 'SHOW'
class VIEW3D_MT_sculpt_trimadd(Menu):
This name is slightly odd to me. I see that
showhide
has a precedence elsewhere in this file, but I think this is probably fine asVIEW3D_MT_sculpt_trim
This is great! I think the sculpt menu could be simplified even further with a subset named "visibility". Do you think you could add that to this PR?
Looks good from the code side of things
This looks great to me! I agree with all the changes in the PR 👍
@DanielBystedt I agree in general, but I'd rather do that in later versions, to not cause too much disruption suddenly and also see what else is going to be added there
Great addition to 4.2 combined with other menu reorganization.
I'll merge this since it has been approved both by developers and technical artists.
Further work (like a new Visibility menu) could happen afterwards, perhaps for 4.3 and combined with a similar menu in other modes.