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5 Sep 2024 01:22:18 EDT (-0400)
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From: scott
Subject: Re: Project Blender
Date: 18 Dec 2009 02:32:13
Message: <4b2b2ffd@news.povray.org>
> That's been precisely tackled in Blender 2.5 complete interface overhaul. 
> I
> mean, all your 3 points.
>
> I'd actually say Invisible to try it rather than learn the old shoe going 
> out of
> style, except it's still alpha, buggy and lacking most other features.

I wish you could have the right button to open up the menu that space bar 
used to bring up, don't they realise how utterly stupid it is not to have a 
menu appear when the user presses right button?

And for god sake use the windows API for menus, so they don't close randomly 
just by hovering the mouse over the wrong thing.

I hope the new complete interface overhaul fixes these things.


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From: scott
Subject: Re: Project Blender
Date: 18 Dec 2009 02:40:33
Message: <4b2b31f1$1@news.povray.org>
> Now, if I can determine how to move all the existing geometry around
> without completely destroying it, I might be able to rearrange all the
> points into a more circular configuration. (Although obviously it'll
> never be symmetrical...)

If you use the mirror modifier you can work on half/quarter/eighth 
(depending how many axes you mirror it on) of the model and have the 
modifier automatically generate the rest on the fly.  When drawing the mesh 
for cars I usually mirror from left/right of the car as for most parts it's 
totally symmetrical.

Looking good though, just set the normal mode to "smooth" rather than 
"flat", add a few more sub-division levels and you'll have created your 
first "obviously totally impossible million triangles placed by hand" :-)


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From: Invisible
Subject: Re: Project Blender
Date: 18 Dec 2009 04:25:18
Message: <4b2b4a7e$1@news.povray.org>
>> Well, I don't know. All the other 3D modellers have their quirks, but 
>> in all of them, once you've selected the right mode, clicking on a 
>> point and dragging it makes it move. (And also any edges and faces 
>> associated with it, obviously.) In Blender, this basic operation 
>> doesn't seem to work...
> 
> click with LMB and drag it around while holding LMB.  I don't know if 
> this can be changed, never bothered to find out because it seems just ok 
> to me.

Doesn't seem to work.

What I have discovered, however, is that you can do the following: 
Assuming the thing you want to move is selected, press the LMB and drag. 
Nothing happens. Release the LMB, and *then* the selected item(s) move 
as you move the mouse, even if the mouse is nowhere near them. Click the 
LMB again to stop moving (or ESC to cancel).

Seems like a pretty screwy choice, but hey, it works I guess...


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From: Invisible
Subject: Re: Project Blender
Date: 18 Dec 2009 04:26:53
Message: <4b2b4add$1@news.povray.org>
>>> click with LMB and drag it around while holding LMB.  I don't know if 
>>> this can be changed, never bothered to find out because it seems just 
>>> ok to me.
>>
>> Do note that the default is RMB, even though there is a setting to 
>> switch that.
> 
> ouch!  True, don't know why I wrote LMB.  RMB is the default to select 
> and while holding, also grabbing.

Oh, right. So if I drag with the RMB, it should just move like you 
expect it to?

Was whoever designed Blender left-handed or something?

(On the right hand, the LMB is operated by a much stronger finger than 
the RMB, and so it's much easier to hold down while moving the mouse 
around. Basic HCI.)


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From: Invisible
Subject: Re: Project Blender
Date: 18 Dec 2009 04:38:45
Message: <4b2b4da5$1@news.povray.org>
>> There's nothing *wrong* with keyboard shortcuts, but it does make the 
>> learning curve rather steep.
> 
> Yes. Faster to use once you put them in your brain, but harder to learn. 
> Unless they're written on the menus, so you learn the ones taht are 
> useful to you in particular.

Usual practice is to design a UI which is intuitive and easy to figure 
out using the mouse, and to label the keyboard shortcuts on the UI. That 
way, if you constantly find yourself clicking the same button or menu 
item, you can learn the shortcut.

Blender, on the other hand, seems to take the view that memorising pages 
of key combinations is the default way to operate the program, and a few 
items also have a UI in case you want it.

(People have actually done studies on UI design, you know...)

>> Currently my main problem is with figuring out the general principles 
>> the UI works under. 
> 
> That too.

Well, it could be worse.

I could be using Linux, where seemingly *every* individual program 
operates in a completely different way. :-}


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From: Invisible
Subject: Re: Project Blender
Date: 18 Dec 2009 04:40:43
Message: <4b2b4e1b$1@news.povray.org>
> If you use the mirror modifier you can work on half/quarter/eighth 
> (depending how many axes you mirror it on) of the model and have the 
> modifier automatically generate the rest on the fly.

Can you do that to a model that already exists? Or do you have to 
manually cut it in half before mirroring it?

> Looking good though, just set the normal mode to "smooth" rather than 
> "flat", add a few more sub-division levels and you'll have created your 
> first "obviously totally impossible million triangles placed by hand" :-)

Now to make it circular...


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From: Invisible
Subject: Re: Project Blender
Date: 18 Dec 2009 05:08:14
Message: <4b2b548e@news.povray.org>
nemesis wrote:

> That box donut sucks.

Sure. But it's still one of the most complex mesh objects I have ever 
constructed in all the years I've been playing with mesh editors.

As I say, if I wanted an actual torus, I could just click "add torus". 
I'm trying to see if it's possible to model nontrivial shapes using only 
a mesh editor. A torus is about the simplest shape that isn't completely 
trivial. Next I might try a genus-2 surface. (I've never seen one 
offered by any package, ever. And it's not a SOR.)

> Should`ve listened to my advice, added a circle, enter edit mode (tab), 
> grab it to the left (g), go to front view (1), hit spin button in the 
> panels below 4 times, hit w and select "Remove doubles", select all (a) 
> and hit ctrl+n to recalculate the normals.  This is how you do surfaces 
> of revolution and is precisely what the "Add torus" script does.

I haven't come across this in the documentation yet, but what does 
Blender mean by "grab"?

Also, IME pressing "a" seems to mean "UNselect all". Some of the 
documentation indicates it's supposed to invert the selection, but that 
doesn't appear to be the case...

>> Sounds easy, right? Well let me tell you: it isn't.
> 
> Of course it isn't easy doing something the wrong way.

Well, they say you learn by your mistakes... or something...

>> Next, punch a hole in the middle.
> 
> forget it:  this isn't CSG, don't try to treat it like one.

Well, there are two ways to make an object. One is to start with nothing 
and slowly build it into something. The other is to start with something 
and slowly cut it down to the thing you want.

I did try taking a cube and extruding it multiple times. I managed to 
make a closed curve, but I couldn't figure out how to join the ends 
together properly. So I tried the subtractive approach instead.

I guess the other thing I could have tried is drawing points and lines 
one at a time, but I have no idea how to do that yet.


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From: Invisible
Subject: Re: Project Blender
Date: 18 Dec 2009 10:01:13
Message: <4b2b9939@news.povray.org>
Forward Kinetics - you're doing it... horribly, horribly wrong, 
actually. o_O

(OTOH, I made a shape with vaguely resembles a gingerbread man, which is 
highly implausible. Now, if I could just get rid of the polygon edges...)


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From: Neeum Zawan
Subject: Re: Project Blender
Date: 18 Dec 2009 11:10:41
Message: <4b2ba981@news.povray.org>
On 12/18/09 01:32, scott wrote:
> I wish you could have the right button to open up the menu that space
> bar used to bring up, don't they realise how utterly stupid it is not to
> have a menu appear when the user presses right button?

	Somehow, I've never been sympathetic to this kind of complaint. Maybe 
I'm an "old fart" (who's not that old in age) who remembers the time 
when this was not the default behavior of apps.

	From my perspective, the question isn't "Does this conform to the 
Windows interface standard (which may not be that great)?" but "Is it 
really hard to learn?" and "Is their choice of deviating from the 
standard efficient?"

	But then again, I'm also a GIMP user...


-- 
Row, row, row your bits, gently down the stream...


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From: Fredrik Eriksson
Subject: Re: Project Blender
Date: 18 Dec 2009 11:15:06
Message: <op.u4453okx7bxctx@bigfrog.bredbandsbolaget.se>
On Fri, 18 Dec 2009 11:08:13 +0100, Invisible <voi### [at] devnull> wrote:
>
> I haven't come across this in the documentation yet, but what does  
> Blender mean by "grab"?

It means you grab something and move it around, i.e. what some others call  
"translate".


> Also, IME pressing "a" seems to mean "UNselect all". Some of the  
> documentation indicates it's supposed to invert the selection, but that  
> doesn't appear to be the case...

If anything is already selected, "a" clears the selection. If nothing is  
selected, "a" selects everything.


> I guess the other thing I could have tried is drawing points and lines  
> one at a time, but I have no idea how to do that yet.

Ctrl+LMB in Mesh Edit mode adds a new vertex.



-- 
FE


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