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Bforartists is a fork of the popular 3D software Blender, with the goal to improve the UI.

Home Page: http://www.bforartists.de

License: Other

CMake 1.12% Makefile 0.02% Python 23.32% Shell 0.01% C 4.68% C++ 67.84% Cuda 0.01% Objective-C++ 0.89% GLSL 1.85% CSS 0.01% JavaScript 0.03% HTML 0.01% Batchfile 0.03% POV-Ray SDL 0.08% Slash 0.01% Metal 0.02% Hack 0.08%
blender hotkey usability fork icons layouts improved bforartists toolbar iconbutton

bforartists's Introduction

Bforartists

Note that the nightlies produced by Github Actions are not meant for productive work. They miss Cuda and Optix. And will most likely not work. The purpose of the nightlies is to show that the code compiles. Please have a look at the download section at our page. The devbuilds there are working versions.

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Bforartists is a fork of the popular 3D software Blender, with the goal to improve the graphical UI, and to increase the usability.

The project page, the binary downloads and further information can be found at the project page: https://www.bforartists.de/

Please use the tracker to add issues, bug reports and requests. The tracker can be found here: https://github.com/Bforartists/Bforartists/issues

alt text

Why choose Bforartists, and not Blender? Because our UI is streamlined, cleaner, better organized, has colored icons, left aligned text, and much more of all those things that makes a good UI and the life easier. Bforartists is fully compatible with Blender. You can use both asides to make yourself a picture. The files are transferable. So try it, you loose nothing.

The main Differences between Bforartists and Blender are:

  • An own keymap, which is reduced to just the necessary hotkeys and a navigation that can be purely done by mouse.
  • Cleaned up User Interface. Lots of not necessary double, triple or even more equal menu entries removed.
  • Extended User Interface. Lots of formerly hotkey only tools have a menu entry now.
  • Rearranged User Interface. Some things are better accessible now, some are not so much in the way anymore.
  • Improved defaults.
  • Colored and as double as much icons than Blender.
  • Configurable UI Elements like the Toolbar, with icon buttons.
  • Tabs in the toolshelf.
  • Improved Layouts.
  • Left aligned checkboxes and text where possible.
  • Better Tooltips.
  • Better readable standard theme.
  • Some neat addons to improve usability, like the reset 3D View addon or the Set Dimensions addon with which you can scale in world coordinates in edit mode.
  • And lots more small details like not so much confirm dialogs. Or that we have resurrected the tabs in the tool shelf to allow quicker access to the tools.

A detailed list of the changes can be found in the release notes: www.bforartists.de/wiki/release-notes

But the code is just half of the show. Another important bit are the non code things.

  • The target audience for Bforartists are hobbyists and indie developers. Blender tries to target professionals. That’s a completely different audience and development target.
  • We have a better manual. The Blender manual is unsearchable in big parts, has an odd structure, and still relies heavily on the Blender keymap to name just a few flaws. This makes it nearly unusable for users. And that’s why we have rewritten it. With the tools in mind, not the hotkeys. Without odd opinions like Angle based is better than LSCM to unwrap. Without general CG Tutorials for a tool, and forgetting to describe how the tool really works and what it does. And a structure that follows the editors and the menus.

Here you can find some examples of the vital differences between Blender and Bforartists: https://www.bforartists.de/the-differences-to-blender/

This youtube video describes the differences by showing them.

Youtube Introduction

Here's a Youtube playlist with some quickstart videos:

https://www.youtube.com/watch?v=sZlqqMAGgMs&list=PLB0iqEbIPQTZArhZspyYSJOS_00jURpUB

For those who are willing and interested to help with the manual, we have a Github repository for it too. You can find it here:

https://github.com/Bforartists/Manual

In case that you want to compile Bforartists by yourself, the advice is the same as for Blender. Here’s a short tutorial that shows the whole process under Linux Ubuntu 17 https://www.bforartists.de/data/tuts/Building_with_Ubuntu17.pdf And here a youtube video that shows how to compile Bforartists 2 on Ubuntu 20: https://www.youtube.com/watch?v=sUhM2YSw1gQ

Here’s the Blender advice for Linux, which goes a bit more into detail: https://wiki.blender.org/wiki/Building_Blender/Linux Here’s the advice for Mac: https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Mac For Windows have a look here: https://www.bforartists.de/data/tuts/Building_Bforartists_with_Cmake_and_VS_2017_on_Windows.pdf

You might want to compile an older Bforartists version where the newest precompiled libs do not work. Here you can find the precompiled libs for all previous Blender versions:

https://svn.blender.org/svnroot/bf-blender/tags/

Have fun :)

The Bforartists team

What our users says:

”Just want to share some feedback on this version of Blender. So awesome. I finally feel ungimped. Whoever people who made this, you are truly magnificent people. I finally started using it today, and felt let I was using stuff I already knew from Unity and Unreal. It’s a massive relief on the brain not to have to keep translating from one system to the next. I know these software seem like a dime a dozen, but this one serves a very great purpose for people who have accustomed to certain patterns and then having extreme difficulty transferring momentarily to another. You are the greatest.” – Ronin

”superior version of blender” – Keiko Furukawa

”Great work with much enthusiasm!” – Tihomir Dovramadjiev Phd

”la interface es mucho mejor para animar gracias por eso” – Hardy Iglesias Garcia (the interface is much better to animate in, thanks for that)

”If Blender setups give you nightmares, try this.” – George Perkins

”Better than blender. Easy to learn and user friendly” – Emīls Geršinskis-Ješinskis

”5 stars” – Josh Morris

”Great! Keep up the good work!” – Runar Nyegaarden

THANK YOU! I had no idea this existed till yesterday. It’s EXACTLY what I wished for...Blender functionality without the frustratingly convoluted interface. I have stuff to do! I have no problem understanding how the tools work, but Blender gets in my way, and it pisses me off! Geeks step aside...it’s the artists turn to take the controls. Bforartists. Thanks 🙏🍷🎩🎩🎩🎩🎩 - Youtube comment

I’ve been using BforArtists a few months now and absolutely love it. Excellent, excellent job guys! - Youtube comment

This deserves far more attention than it is getting - Youtube comment

bforartists's People

Contributors

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bforartists's Issues

Bforartists 0.9.6 - go through the addons again

The FBX export bug showed that we have again a discrepance between the Blender addons and the Bforartists addons in version 0.9.6. And again it's quite a few, as meld shows.

So we need to go through them again, one by one.

Limit remesh octree depth?

Hey! Not sure if it's a blender or a b4artists issue, but I just noticed that it's fairly easy to increase the octree depth when remeshing to a value high enough that everything hangs for quite a while. Maybe those settings work fine on really powerful machines, but it seems like some kind of confirmation dialog would be useful for parameters that cause issues when cranked up.

Promotional Work

We need to make Bforartists a bit better known. So we spread the news at various boards and pages. It's also time to write a Wikipedia article. This task here is about all this promotional work.

Rewrite the manual partly

The more i try to adjust the Blender manual to Bforartists the more i stumble across the current shortcomings. It is close to impossible to find a menu item and the description for it because of the current structure. It follows no real pattern, and some menus and menu items aren't even mentioned and listed.

For example, i tried to find the Make Vertex Parent menu. The only thing that i have found is a description how to add a vertex parent. A little tutorial. The manual is no tutorial though. It's the reference. With a as short and clear as possible listing of the available tools and a short ( and i mean short) description what it does. This can include a little tutorial, to explain how the tool works. But first has to come the menu item and a short description of the tool. Because without the menu item the user doesn't even know that the tool exists.

And the more you dive into it the bigger the can of worms becomes. The current manual is unsearachable and unnavigatable. I fear i have no other choice than to rewrite the whole manual, step by step. Or at least some chapters. Another manyear of work, minimum ...

First chapter is already the biggest one. The 3D view. But it's the most important one. So let's start with it.

makevertexparent

Mac - Output panel only contains option for directory, other options missing

Under Mac there are quite a few subtabs and its content missing. The cause is that the UI Flags addon is off. And then you get a bunch of errors, and the tabs are missing. See this forum thread at the Bforartists page:

https://www.bforartists.de/content/output-panel-only-contains-option-directory-other-options-missing#comment-7572

So for the next Mac version we need to make sure that the maintainer checks that the addon is enabled.

Unfortunately we don't have a mac maintainer at the moment. So this task is postponed until we have somebody.

scripting

Weight paint problems

You disabled or at least hided the menuentry "X Mirror" and "Topology Mirror" for Weight Paint mode, which is helpful for symmetric weight painting.
Also it seems not to be possible anymore to select bones while weight painting (selecting was done using right and now uses left like the painting)

Important Hotkey addon, extend for Edit Strokes mode

The Important Hotkey tool does not cover the grease pencil hotkeys in Edit Strokes mode. The addon was made when there was no such mode.

There are three important hotkeys to each call a pie menu. D Q, D W , D E. They should be listed.

editstrokemode

Missing toolbar content at second monitor

I experience here a really unfunny behaviour. The toolbar content is missing when i maximize Bforartists at my second monitor, and then switch to another layout. This is not to reproduce at my main monitor. Just at my second one.

I am not sure if this is something that we can fix. But we should at least document it.

secondmonitorproblem


I have had this issue. Change of machine with a theme built on another seems to cause this, and it's random. Resaving the theme fixes this after manually fixing this.

Maybe disabling the addon from collapsing the header would fix this?


Hm, i doubt it's the addon. It's most probably the redraw code. But i cannot find the cause nor a solution.


It's definitely a redraw problem. When you window the app, then go maximized again, then the toolbar content shows. Seems that i have to dive into the C code here ...

Investigate into Tabs patch for layouts

	The ideia "top tabs" http://www.bforartists.de/comment/3200#comment-3200

The ideia "top tabs" it is useful ?

exemple:

https://developer.blender.org/T39835

The Patch: tabs_d500.diff

Let's investigate into this patch.

Experimental Keymap - Solution to a number of conflicts: SHIFT+Lclick for radius + strength UI wide

We will have a experimental keymap once the Full keymap is done. To play around with possible improvements.

Original Text from Draise:

Ok, I went down the rabbit hole and did an analysis in the Radius in all modes, and thought of a cool solution..... And even remapped it to test. Tomorrow I'll upload the concept. This solution will close 3 tasks in one go.

What if, what if we remove the Hotkey combo hotkeys for Radius types and implement a single modifier and Lclick for the radius AND strength (and potentially Weight too) with a mouse press and tweak in a direction direction? Change that workflow to be more ergonomic from the get go?

Example: SHIFT+Lclick left and right = radius and SHIFT+Lclick up and down = strength

Case:

Software that do something like this are Mudbox, Zbrush, Krita, Softimage. Photoshop and others where you hold a key and move mouse, let go of key and viola you have the new radius.
Will create room for F hotkey for Focus, industry standard - fixes conflict with Grease Pencil
Will create room for WER radius proposals and other conflicts in other mods - fixes conflict in Weight Paint mode with W
Will create a new more ergonomic workflow for radius AND strength in the one single modifier hotkey and mouse workflow using SHIFT
Little or no conflicts elsewhere with said change

I digged and found all theSHIFT+Lclick in other modes - and most of them are in modes that don't use Radius. Only conflict is in the Grease Pencil Edit mode, but even then, that feature doesn't conflict with SHIFT+Lclick press, as you need to tweak with it held down.

The funcionatlity is more ergonomic and minimalistic and it is a quick press/mousemove then let go and you have a new radius (and also intuitive skill in a number of various software that focus on painting and sculpting) instead of Hotkey activation to activate, move mouse, click to set and then use ANOTHER multikey combo to then change strength with similar "activate, move, click to set" workflow. We could get rid of a whole multi hotkey combo workflow and also save a click with SHIFT+Lclick to radius+strength tweaks + close 3 other hotkey conflicts and this one.

I think this could be the holy grail to all these issues, and the rest will be a breeze for the full keymap.

...

SHIFT+Lclick tweak left/right will change radius. 
SHIFT+Lclick tweak up/down will change strength.
SHIFT+ALT+Lclick tweak any will change texture rotation. 
F will focus selected
D grease pencil no conflict
S+Lclick will temporarily switch smooth brush to paint smooth (was SHIFT+Lclick with a double entry S in Full BFA Map)

Attachment with the experiments:

BFA-full-ver0.8.4-SHIFTlclick radius alternative.py_.zip

Increase Visibility of BforArtists in Software Repositories

I love what BforArtists is doing - cleaning up the obtuse mess of a UI that Blender is/has. My only issue I have with BforArtists is that it isn't available in any repositories I can find. I would like to particularly request they be available for Ubuntu, Guix, Homebrew and Chocolatey.

I don't know what is involved in getting this to work but it would be helpful to have an option to install BforArtists via repository and not only via executable or manual compiling.

Sculpt Workflow: Tab Options - Visibility "Show Diffuse Colour" may need to be moved

Visibility "Show Diffuse Colour" may need to be investigated if it's a Global Brush option or if it should be in Shader panel in Property Shelf or redundant all together.

Why? Because it's a viewport shader display that feels out of place, and may be more useful under the Shader Panel in the right property shelf.

I suggest that this option be removed from Options Tab and moved to the Property Shelf under Shader Panel.

epicpen_2018-02-28_09-17-22

Go through the separated tooltip classes and check for hotkeys that doesn't show in the menus.

We have at one point separated quite a few tooltips. Which means we have created separated classes for the tools. The Blender keymap comes with the old key functionality. And so those menu items with the separated tooltips doesn't show the hotkey then.

Task: once the Full keymap is done, go through those separated tooltip classes, and check if the hotkeys shows in the menu items. And if not, fix it.

Example, which is already fixed in Master. 69ce798

missinghotkey

Background:

I had separated this menu item into its own class to have a separated tool tip. And the hotkey was the old one from Blender. Of course functional. But it did not show in the menu item then.

Blender uses the same class with different flags for the same tool to have different functionality. Like here with the View Selected versus the View selected all regions. That's a flag called all regions then. But the downside is that they use the same tooltip then. Which i have fixed here and there.

viewselectedfixed

Workflow Improvements - Edit Mode - Mesh Menu - put Cleanup, Faces, Edges and Vertices menu into the Tool Shelf

Tools should be in the tool shelf. The four menus for Cleanup, Faces, Edges and Vertices contains quite a few most used tools. So they deserve definitely a place in the tool shelf.

We cannot place those tools in the Mesh tools panel, this one is already too crowded. But we can make it a own panel each. That way it's just one click away instead of two as it is now.

Afterwards let's have a look how we can optimize those panels. That's a own task then. One for each panel ...

Be careful not to remove the menus. The menus can be called by the Blender keymap. We need to make separate panel classes here.

vertsedgefacesmenus

Experimental keymap - Make Timeline marker dragging in the Animation editors Left Click

We use currently the right mouse to drag the timeline in the animation editors. Since left click is already mapped to drag the keyframes around. The idea is to find a solution to have the left mouse button for both actions. A job for the experimental keymap.

The following ideas files and conversation is from the old Bforartists tracker:


I had a chat on facebook with a talented Blender user here in Colombia, and he likes the Lclick default, BUT didin't like how it was inconsistent in the Dopesheet, Timeline and Grapheditor (possibly in the NLA too), meaning the changes are superficial as if Blender changed to "Left Click" in the user preferences, which is not enough elsewhere in the UI for consistency.

He requested (and I'm all for it) to change that default to Lclick drag for the timeline frame change in the Dopesheet, Timeline, Graph Editor and NLA, like most software standards.

Shall we do this in the shortcuts by default?


I already tried. You can either select the elements with left. Or drag the timeline with left. Even with shift ctrl or alt i wasn't able to find a good solution. I heravily dislike when i need to hold a key for standard features.

But you can try if you can find a solution here.


I'll have to look at the shortcut code and check it out, see how it works.

I wonder if making the "Move Keyframe/Element" with CTRL+Lclick might solve this and still keep it standard. I personally have accidentally moved keyframes annoyingly more often than I would have liked on just wanting to move the timeline out of muscle memory.


Ctrl lmb is afaik in use already. And i think there was something with alt and shift too ...

I just remember that i ended in a bigger and bigger mess. And decided to live with the rmb to move the slider then Smile


Sure, I can be assigned. Started tackling it already.

I found I can either use 'LEFTMOUSE', 'RIGHTMOUSE', 'MIDDLEMOUSE', 'ACTIVEMOUSE', 'SELECTMOUSE' on certain functions. I notice that I cannot have the same mouse button for selecting and setting timeline cursors (unless I set an IF/ELSE testing conditional?!). But since the selecting is already heavily dependant on CTRL/SHIFT/ALT already, moving keyframes with a mouse hotkey combo is easy if you are used to normal LEFTMOUSE as "move timeline" from most software - or not... not sure. Maybe reorganizing the combo LEFTMOUSE for select might.. be second nature instead of Left click/right click workflow with a weird Right click to move timeline, or weird right click to select, but more Right click timeline as being weird. Rightclick combo to select/move is also weird and still pretty much a Blender standard.

I am not sure about swapping them around in essence either. Have to think about this one.

How could you make conditionals by testing to see if keyframe is under mouse in Python?
EDIT
I could make selections work with a left double click, and scroll with single left click maybe.. with 'DOUBLE_CLICK' as a general item selection in all views - removing the idea of a Right Click to do things (adding function to like a pie menu or something for common actions/things?)


Thanks. It's better when you assign yourself at a task where you work at. Makes it easier to follow who does what. I've done it for you now. You can grab any open issue at any point and change even the status if required Smile

And i see you start to understand why it's not so easy Biggrin

As told, i had a crack at this problem before too. And ended with using rmb then. That's imo the best solution at the moment.


Ah right. Shall do that next time.

I posted some thoughts and ideas here, to try give a crack to the whole double mouse buttons for Selection/Active workflow that is probably what is confusing people and making things a bit complicat

--

Ok, created a test.

Things I changed:

Lclick + drag = move timeline
DOUBLE Lclick = place timeline
Lclick (on keyframe or handle) = select keyframe or handle
Rclick + drag = move selected keyframe or handle
W = move selected keyframe or handle (like BFA, normal)

I haven't changed the VSE system that much, but the Dopesheet and Timeline and Graphsheet and I think NLA work this way.

I noticed this is good for BFA because..there is a double entry here, you press W to move things, or you select and drag. I prefer the command of moving things intentionally instead of accidentally moving them when selecting. So select THEN move is a safer, solid way of animating (in my opinion). I don't know of other software that allows me to move things without having them selected first in action. It's just logical. This Lclick to timeline makes things just.. more standard, but also give the Rclick + drag to move selection still possible a la Blender (but as a secondary action). Also Rclick CLICK or RELEASE can be used for a BFA Pie menu system later on in life.

Other things you can test out is the outliner:
Lclick PRESS + drag = box select (with Shift remove, Ctrl add, etc working after dragging)
DOUBLE Lclick (not on name) = select what is highlighted
Shift + DOUBLE Lclick = unselect highlighted

It has proven quite useful.
bforartists - full - ver 0.6.py_.zip


Thanks Draise, I will have a look at this solution Smile

Hmm, i had a look at it, and am not convinced, sorry. The solution is not bad. But for me there is no win, but some losses. It's what i have feared.

The User now needs a tutorial for how to move the keyframes. The former solution with RMB to move the slider may be nasty and uncomfortable, but is easier to discover and to use. And now you need a hotkey to move the keyframes.

Other opinions here?


 Other things you can test out is the outliner:
Lclick PRESS + drag = box select (with Shift remove, Ctrl add, etc working after dragging)
DOUBLE Lclick (not on name) = select what is highlighted
Shift + DOUBLE Lclick = unselect highlighted

Nice improvements. Border select conflicts with the standards though. It's not a good idea to have different standards across the editors. But traditional border select still works, so i don't mind.

Shift click has a problem though. You first need to border select, then hold down shift to subtract.


Yeah, the Border Select tool then Shift to change the modification is standard use in Blender...=( I tried to make that work easier, but couldn't get it going right. I'll try again later. You have to activate the tool first before hitting a modifier. I'll give that another go.

Not sure about your statement on the tutorial to train the Lclick timeline workflow... out of personal experience and training animators to work with Blender/BFA, I've had to teach the latter - how to move the timeline naturally, the more needed function. Rclick + drag to move keyframe is discoverable as much as moving the time line is in the Rclick, and Lclick to select a keyframe is normal expected use, and Lclick for timeline move is expected use in all animation applications I've used (other than Blender), and timeline change is the more common action over moving a keyframe , ultimately being that the debate be that the timeline should be Lclick, the dominant mouse click for the dominant timeline use. I am.. just thinking about the work with animators that I hire and have worked with and that is what I've noticed. And it's also first complaint they usually have.

I will do an evaluation based of a 3 step animation process me and my team have used, and others I've worked with, a 1. Blocking, 2. Timing, and 3. ANIMATION CURVE EDITING. The latter sometimes is a step we skip entirely for production efficiency purposes.

Goal:
Have Lclick be the dominant selection and timeline change system and Rclick as secondary function based off animation requirements and workflow to make the process organic and easy to train, saving time and animation difficulties.

Original Setup debate:
BLOCKING: Lcick move/pose then Rclick to change timeline makes a double finger alternating mess, less organic, harder to train animators after their other typical software muscle memory with only Lclick. Ultimately making the software less compatible with local animation talent from the getgo without training.
TIMING: Lclick to select and drag keyframe/handle has quick timing and curve tuning, also it is quick to move timing around after Blocking (which arguably is a task less required if animator does good blocking from the get go, making moving keyframes secondary), but this system also creates a finger alternation like mentioned earlier when changing timeline to see how changes look, making animating review slower with holding down Rclick more than Lclick in use and time, or having to play back animation from a time point or beginning with keyboard shortcut or switching to another view/toolbar to run animation controls - specifically normal if you're working from the dopesheet that have no timeline controls (and you know FPS in blender is terrible making playback choppy or very slow so timeline drag is best quick review solution) = stressing the less dominant finger over time for the more dominant action.
ANIMATION CURVE TUNING: Modifying curves and keyframes with Lclick + Drag is easy, organic, and expected use - but from old muscle memory, triggering a timing error is very easy by having/adding selected keyframes then forgetting it was selected and moving, or by just trying to change selection moving old selection when you try move something else by missing a handle/selection then moving the timing of keyframe/old handle, thus moving all those frames/selections out of time from the previous step already established - with workflow being often with the ESC or Rclick at the ready to cancel, or by adding the concept that you have to Deselect before Selecting just to be sure you don't make a mistake, a new selection to move (by pressing A) workflow = adding time to the process by canceling often done from accidental timing changes on finetuning - ultimately adding time to the finetuning process overall; and out of experience I have had experienced to novice animators do this issue more than once where their final animations become corrupt from another user or the same animator accidentalliy moving things around from old muscle memory (instead of checking timeline to check animation/poses) - backlogging previous blocking/timing animation work on the final finetuning step making production even more expensive and time consuming as we fix accidental frame shifts repeating previous work.

Things you'd win with the setup I propose:
BLOCKING: Lclick move/pose then Lclick change timeline to keyframe (with autokey) = fast blocking/posing, organic workflow, compatible wiht other animation workflows in other software.
TIMING: Rclick to drag keyframe without shortcut (feels similar to Rclick to change viewport) = fast (like Lclick + drag of BFA, though needs fixing as mentioned below) with secondary function of a dopesheet/timeline as discoverable as the primary action on a secondary mouse currently in BFA, moving the timline. Also feels like what a viewport Rclick is, changing perspective in 3D, like changing time perspective in the 1D environment of a timeline = creating consistency with the Lclick/Rclick workflow. Lclick is dominant timeline function to review timing, Rclick secondary to move frames/handles (or hotkey like the rest of the UI with W as move anything)
ANIMATION CURVE TUNING: Lclick select then T to change curve type, preserved functionality from earlier, but with added timing security = fast curve finetuning without risking changing timing on selection with work you'd have done in the Dopesheet timing/blocking process - with the option of Select+drag as secondary Rclick for a quick single click editing.

Improvments I can try implement to the proposal:
It may feel like we loose a function from BFA, because we do.. the Select + Drag in one click press. I could try add Rclick PRESS to also select keyframe like Lclick RELEASE so the Select + Drag workflow with Rclick would be functional just like it was with Lclick PRESS + drag originally in BFA - essentially adding the timeline use as priority in Lclick, yet still have Lclick selection on keyframe (added functionality over BFA and consistent with other software) and also have the Rclick + drag functionality preserved from BFA just swapped over as a secondary action. You can see pro's to that mentioned above.

In general, for animation typical use of a timeline/dopesheet is moving the time over a time/frame count marker/time bar with Lclick, then Lclick+drag on frames/handles to move them - but keeping it all Lclick. We can't do that out of the sourcecode design. But it's what animators are used to, and these are the least technical 3D artists I know of... They are not used to alternating mouse buttons - but if they should learn to use the Rclick and alternate, it should be for a secondary action in the animation process - which is changing what they animate with new timing or different handles - not the principal method of how they work, with the timeline change and review hand in hand with the Lclick posing.


Feedback anyone?

I have updated the shortcut layout to fix a bug I found with a test build (the transform.translate/transform.rotate/transform.resize has somehow been somewhat deprecated and sometimes won't work unless I assign the old Blender transform.transform + modal).

I also finetuned the Lclick workflow.

Lclick RELEASE = select
Lclick PRESS and move = move timeline
Lclick DOUBLE = place timeline
Rclick PRESS and move = move keyframe/handle
Rclick PRESS = select keyframe/handle (double entry, still not sure)

Please test, see if that solves the issue that I had on the previous!
bforartists - full - ver 07py.zip

I will close this once I finish checking the Full BFA Shortcuts, then make a duplicate with this system for user choice or personal use and upload it here.

Sculpt Workflow: Tab Options - Performance zip group in panel

Performance zip group in panel or just labeled group for toggles: threaded Sculpt, Fast navigate, Use Deforms Only.

Why? Because these are all performance toggles and they are sparsed around and not logically grouped together, but it would be nice to logically have them available and grouped together.

epicpen_2018-02-28_09-08-04

Workflow improvements - Mesh Tools - Make Extrude dropdown a menu with a smaller button in Icon mode

Best is to have all tools in the tool shelf. But we have just limited space there. So we need to think twice what tools should be in the tool shelf, and what tools should be in the corresponding menu.

The extrude dropdown box contains just uncommon extrude methods. I have never used a single method out of this menu. So this one is best placed in the Mesh menu. This saves us the space for four more tools in the tool shelf.

extrudedropdown

Webpage - Upgrade to a newer cms

Drupal 7 has reached end of life. And so we need to upgrade the webpage to Drupal 8 at one point. Means when this is even possible. Tracker makes me really headache here. The links are in the release notes, and in the repository too ...


Very very big can of worms. I expected that i can update the page. But that's not how it works. We need to start with a fresh Drupal 8 installation, and migrate the content.

The current situation in Drupal 8: No forum, no tracker, no wiki, and from the other functionality half of the modules isn't available for Drupal 8 neither. They have made Drupal 7 deprecated ways too early. The port is impossible in the current Drupal 8 state. We couldn't even rebuild the page without a database port, which is the main goal.

This means for us that for now it's end of road. Either we wait until the for us important modules gets portet. Or we switch to another CMS. Not a happy bunny here.

Fact is, Drupal 7 is deprecated, and is not longer maintained. So we have to move on, sooner or later.

Workflow Improvements - Edit Mode - Mesh Tools Panel - make labels a subtab

Deform and Dissolve tools are often enough used that they deserve a place in the tool shelf. But not so often that they need to be permanently in view.

Put them into subtabs. And put them both below the Add group.

Question is if we should make the Add group also collapsible ... Changed the title to that. Make all labels subtabs. Users then can hide away what they don't need at the moment.

subtabsdeformdissolve

Experimental Keymap - Test CTRL-Drag border select in the experimental Key Map

The CTRL-drag to select, like it is implemented in BfA 0.9.6, is a great option to keep the default hold and dragging of objects and have the option to select quickly with a shortcut.

However would suggest to change the lasso select to the box select, sice it is faster to just drag from point to point instead of going all the way around the objects that need to be selected.

It would be more efficient to use "CTRL-Left hold and drag" as border select, "CTRL-Shift-Lhad" as border deselect. - The same shortcuts in combination with ALT can be used for the lasso select instead.

CTRL-LeftClickDrag = Border Select

CTRL-Shift-LeftClickDrag = Border Deselect

ALT_CTRL-LeftClickDrag = Lasso Select

ALT-CTRL-Shift-LeftClickDrag = Lasso Deselect


I am down for that. Most software have box select right up. Lasso select is really handy also. CTRL+R click is apparently free, so that could be the lasso. CTRL+Lclick box, CTRL+Rclick lasso? I'm not a fan of triple combo hotkeys.


Draise, you need to finish the keymap so that we can start with the experimental keymap Wink


CTRL+Lclick box, CTRL+Rclick lasso, might be interesting to test indeed. Less keys to press.


Cannot activate OpenGl render from VSE viewer

I have tried adding a shortcut to the OpenGL viewport capture feature with mouseover, and tried to activate that viewport (the VSE image viewer, the third of the 3 VSE sub viewers) to draw the GP and also render out my animatic notes for collaborative working preproducion - buuuut I can't get the OpenGL viewport to render that particular viewport - as those OpenGl render icons were removed from the view system and now only exist in the toolbar or in the Info Header bar. The default active viewport that BFA detects to render is the 3D View, not the VSE view.

I need to find someone who is willing to update the VSE....

Maybe adding the OpenGL render buttons the view panel in the VSE exclusively (the 3D View areas don't have an issue with shortcut and mouseover assignment). The panel still needs a lot of work, moving parameters out, adding icons, etc... but we need someone else to do it... I need to work less and work more here and learn how to code more, lol

bforartists_2018-03-15_10-38-03

Sculpt Brushes Panel addon/concept assimulation

As mentioned in the forums multiple times in attempts to suggest a better sculpting workflow (and potential texture painting workflow), I wanted to pitch this addon and the concept behind it.

Look here and here

https://bforartists.de/content/ui-suggestions
https://bforartists.de/content/free-b3d-brushes

Like the Node Icons panel developed for BFA, having a similar tab with icon based brushes would be ideal for a mouseover click brush selection, keeping consistency with other UI elements. Some of the Bursh settings also have been minimized, meaning that the idea that there be advanced/simple interface might be helpful.

This addon may not necessary need to be included, as cannot due to licensing: "CC-BY License, ack. CC 0 is compatible with GPL, but CC-BY not", as they also ship new brushes, but the concept is a working one and I have used it more often than the default click on icon to open brushes pane then select, W specials key from Blender, Pie Sculpt menu, Dynamic Spacebar brushes sub menus.. nothing beats a single mouseover click activation.

The current workflow with click on bush icon into a panel that is limited to 3x7 panel you have to scroll or search in, then click to select is a bit much.

Issues with the addon right now is that the panel needs to refresh to update the list manually. It cannot be included by default due to licensing. Icon rows are double column and the names are hard to see. Icons don't always update correctly to the brush icon. Brushes only work for Sculpting. The whole panel is located in it's own tab, and the brush settings become a double menu entry (ideally shold be included in the same Tools panel)

I would love to suggest ripping some concepts or code from this and have this placed by default into BFA into the Tools panel, as texture painting and sculpting is probably one of the major artistic features BFA offers, giving it some mouseover click select love would be ideal!

https://www.youtube.com/watch?v=sZlD1rK-biI

https://www.blendernation.com/2015/02/17/free-blender-brushes/

http://blenderaddonlist.blogspot.com.co/2015/02/addon-sculpt-brushes.html

bforartists_2017-11-01_09-54-12


Sounds like we have to develop our own addon here I-m so happy

Hide editortype menu in the User Preferences

The editortype menu is still visible in the User Preferences. Unnecessary noise. Hide it.

And while at it, the user preferences starts currently in the addons. Bad default ...

userprefs

Tip of the day - Quotations

Just stumbled across a Drupal module that allows to have a tip of the day at the webpage. https://www.drupal.org/project/quotations

Question is, where to show. Best would be the front page, but that's pretty crowded already. So i would vote for the wiki instead. Or at the top of the forum? We will see. It really depends of the size of the tips.

What we definitely need is quotations for the tip of the day. Any suggestion is welcome Smile

D for Grease Pencil and D for Focus Selection - conflict

We had at one point mapped the center view key from Numpad 0 to D, since we thought this key is free. But we introduced a key conflict, since the D key is used for various grease pencil operations.

The key is already reverted to Numpad 0 in the Bforartists keymap. See here: 664a8eb and here: ecd7055

But not in the Full keymap, which is currently in development. So this part needs work.

Experimental Keymap - Change 3d Manipulators Shortcuts to WER and WER to Shift-WER

Experimental Keymap task:

This is a change that I did to the default keymap, that significantly speeds up things for me.

I usually use the 3d manipulator gumballs to move, rotate and scale objects. Switching quickly between them is quite important for that reason. So I suggest to change the default move, rotate, scale shortcuts, W,E,R to switch between the different manipulators and use Shift-W,E,R as a replacement of the original shortcuts.

Anyway I see the 3d manipulators as a better tool for beginners to use, since they represent the visual approach to the UI, that BfA takes, much better. The default WER functions are quite abstract in a way, since there is no screen representation of what they do, while with the manipulators, what you see is what you get.

wer


This is something for the experimental keymap then.

But i can already say that we run into a inconsistency with that change. WER is used to move rotate and scale in all other editor types too. So if even then the manipulator keys should be the ones with shift.


I don´t think that will feel like an inconsitency, since in any other editor the WER keys are only used to move things in two dimensions, like nodes, keyframes or UVs. And the user would be used to press those buttons intuitively already, just in case Shift-WER could be used as a secondary shortcut there as well, to not confuse users that try to move things the same way as in the 3d view.


Ah, that's how you do it. You could just place the toggle on the same move. Blender may cascade the function, as you can toggle the widget with release, same hotkey, and use transform with press.. then no need to change anything, and the widget just toggles when you move, rotate, scale keyboard wise. Naturally.

Press = WER normal
Release = WER Widget toggle
One key stroke for the purpose. No key combo. Keep it simple.


Sounds also good, but then you would have to keep the key pressed while e.g. moving something? - That could cause some twisted fingers though if you would try to lock the move to one axis and type in the amount to move while keeping the key pressed at the same time.


Ah, couldn't get it going. Transform goes into a mode, and thus overrides the secondary keystroke action.

I would recommend the manipulator toggles secondary with modifier. Most UI friendly 3D software puts transform first, widget second. Less mouse exactness to move things.

ALT is reset that transform, so maybe SHIFT or CTRL would be better.


I think the manipulators are actually more powerfull than the move, rotate, scale commands. They have the same functionality, but locking the axis is done visually in the viewport without the need to press any keys. Numeric input is also supported, so if I want to move something 5 units in the x axis I can simply click and hold the x axis, type 5 and the object moves the desired amount. - For me the manipulators could simply replace the "tradtional" hotkey Move, Rotate and Scale function.

Maybe give it a try for a small project to see if that is something that might benefit the workflow in BfA?


Again, you will have my veto when you try to change the wer keys. It's an appwide standard. And you should not break it. One way to go would be to use the shift -wer keys for the manipulators. But wer must remain navigation.


As I said, it works way better for me with WER assigned to changing the manipulators, so I thought I should share it for consideration, that´s all.


Another thought, why the need to switch between the manipulator types at all? With holding down shift and clicking at the buttons you can activate all three modes at once. We could make this the Bforartists default.

widget


I know, but this is way to cluttered to use properly unfortunately. Since the direction of the scale and move axis are overlapping, it is very hard to get the right one. - Rhino uses a great manipulator, where all the different elements are kept apart from each other. Of course you are right, if it would be possible to keep all manipulators up at all time there would not be any need for switching between them. This is just a workaround.

The other solution would be to change the manipulators themself to work all at the same time without overlapping. - I am not sure how easy it would be to flip all of the axis of the scale manipulator and scale them, so the ends of the manipulators won´t interfere with each other?

38c0d7e5f0_682x500


I see. Okay, was worth a shot.

You can work that way. Grab the triangle at the top to move, grab the square handler to scale. But yes, it's a bit awkward.

I have no idea how hard it is to change the manipulator widget. This would be another task then. But here i wait for Blender 2.8. They want to improve the widget system.


Sculpt Workflow: Tab Tools > Brush - Advanced Zip group

Create an Advanced Zip group to keep options hidden on typical use.

Why? To make the bloat less so common use if uniquely shown with the rest as secondary advanced options - halving the bloat and increasing useability friendliness.

epicpen_2018-02-28_09-32-16

Enhancements for systems with limited resources

Blender has serious performance issues on older Intel Atom configurations. Material mode is slow as hell, the interface occasionally glitches and sometimes it crashes. In the terms of viewport rendering performance, a Windows-only proprietary 3D application under Wine beats Blender.
It would be good if a better rendering strategy is implemented or the interface is made less dependent on OpenGL.

Tutorials wanted

We have already lots of tutorials. But we need more. This thread is about to fill these gaps.

Create a Bforartists Full keymap

The current Bforartists keymap is reduced to the essence. But adding own keys that doesn't conflict with other key combos is a daunting task. The blender keymap manager is not capable to deal with conflicts. You find it out when it breaks. We cannot bother the user with that. And so we need a full keymap. Which is this task.

This task is in development since a pretty while. And nearly done. So i won't copy over the whole discussions from the Bforartists tracker.

Grease Pencil Pie menus included in hotkeys, not available as feature/conflicts

The hotkeys D+S, D+W, and D+Q in Edit Strokes mode are disfunctional. They should call grease pencil pie menus.

The Blender developers have changed the names of the menus. And so the call goes into nirvana. Affected is just the Bforartists keymap. The menu names in the Blender, Maya and Max keymaps are already fixed by a merge.

The issue is already fixed in the bforartists keymap. a4fe852

But needs to be repeated in the Full Keymap, which is currently developed.

In the keymap replace

GPENCIL_PIE_tool_palette by GPENCIL_MT_pie_tool_palette

GPENCIL_PIE_settings_palette by GPENCIL_MT_pie_settings_palette

GPENCIL_PIE_sculpt by GPENCIL_MT_pie_sculpt

names

Sculpt Workflow: Tab Tools > Stroke - Advanced zip group

This task is part of the Sculpting Workflow task set.

In Sculpt Mode, there is a Tools tab with a Stroke panel - which doesn't have a lot to improve on, maybe an advanced panel

Create Advanced zip group

Why? Because the smooth brush settings are used less often and is just bloat clutter that could be toggled away on normal workflow.

epicpen_2018-02-27_10-17-13_0


oops, wrong image. Forget the blue text in image. Just the advanced panel.

Investigate the usage of Ribbon Bar

Ribbon Bars are quite common in recent applications. Furthermore applications like 3dsmax are using, or at least investigating the usage of ribbon bars.

Including the support of ribbon bars will need a small rewrite of the source code, because new data tyes have to be added but the overall effort shouldn't be that much at all. Will try to integrate a working prototype as soon as possible.

Sculpt Toolbar and Sculpting Workflow Improvements - Feature Request

Just saw a paid addon that created and minimalized (and put to a top bar not unlike the toolbar) all the sculpt options (with quick mouse over and minimized ui and brushes on quick mouse over grab - also dynamic to new brushes + new brush sets)..

https://www.blendermarket.com/products/advanced-brushes

I think it is great. But then the idea got my eye that maybe BFA could have a Sculpt toolbar, instead of a scrolling tab switching like workflow for sculpitng or the other ideas discussed with a similar workflow like that of the Node Panel (brushes as mouse over buttons).

What happens if the toolbar had brushes? What happens if there is an icon similar to the import/export popup icon that pulls up a sculpting panel/options/sliders in the Toolshelf? What if we minimize the toolshelf settings to make it less bloated? What if we make brushes icon buttons in the toolshelf like in the other thread (I know you can assign to buttons/icons in the UI due to ability to assign shortcuts to burshes)?

I was wondering, because the workflow can be improved, especially after starting to sculpt more in BFA. I found myself resorting to shortcuts for quick brush changes just like in Blender, and that clearly is still way too clunky. I have to memorize 10s of shortcuts to understand what I'm doing. it's hard enough sculpting and using F for radius and Shfit+F over and over again for different things. I just wanted to see... maybe this could oneday be improved.

I have attached some images of what the workflow could look like:

Doesn't have to be soon or anything, just thought it could be improved and some ideas out there are good.

bforartists_2018-02-23_11-21-46_li


The addon looks really nice. Would be cool if we could implement the one or another thing.

Draise, we need to divide this into smallest possible tasks. One monster task is not manageable. The subtab to hide away not necessary things could be one task. To put Radius and Strength props into the toolbar chould be one task. And so on.


Good idea.


Um, i meant you Biggrin


hahahahaha ok sure! I will draw up the plans/tasks this evening.

Tasks I'll make:

Tab Options
Tab Tools > Brush
Tab Tools > Texture
Tab Tools > Stroke
Tab Tools > Dynatopo
Tab Tools > Symmetry/Lock

Feature Request I'll make:

Toolbar > Sculpt Group
Toolbar > Sculpt Group
Tab Tools > Brush Groups Library filter
Tab Tools > Brush library filters to panel
Tab Tools > New Royalty free sculpt brushes based off other art programs/artists
Investigate > Advanced Sculpt Brushes workflow, code and developers

Looks great Smile

To divide the task into manageable chunks is the secret of development Smile


I will first make a task with sub tasks as "Investigation" before making the smaller tasks of each... because each panel has a number of improvements that could be debated or done.


Phew, that took a while. Now have to run. I will work on the feature requests later.

The dev of the Advanced Brush addon kindly gave me a sample to try it out . Meaning I can take a look at how they made the UI panel and see how it works.

Hope the first investigation tasks generate some good conversation - I tried to stick to ideas of BFA, using the zip groups, iconizing, removing double entries and reorganzing. There is one major flaw I found that was making things super bloated - is that Dynatopo and Symmetry are Global brush options - and they are located in the "Local Brush" panels in the Tool Tab. I proposed two solutions there respectively that might be nice (without doing double entries) that also minimalizes the workflow.

Cheers!


Ok, put in some tasks, about half of them. The others I have to check them a bit more before posting and I need to work again, so will be later.

Pending tasks/themes to put up:

Tab Tools > Symmetry/Lock
Tab Tools > Dynatopo
Tab Tools > Texture

Windows installer, connect blend file association with Bforartists

We have with the release of Bforartists 0.9.6 changed our install shield. The formerly used Advanced installer provided us with a way to associate the file extension .blend with Bforartists.

Now we use Inno Setup. I know it's possible here too, but a bit more complicated. And the last experiments didn't result in something useful. The caveat is that i wanted to have a checkbox that the user can check. Which was not to achieve.

Let's investigate into this again.

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