"Leroy" <whe### [at] gmailcom> wrote:
> What I use the insert menu for mostly is to save me typing.
> I made my own folder with a lots of debug statements in it. One for each data
> type. I also have few odds and ends store away there.
I predominately do the same.
> After reading what other had to say. I see that the insert menu has a lot of
> targets to hit. The newbe, the advanced, the more advance, the more advance....
> There are plenty of topics to cover. From objects to skies. I can't see one
> insert menu covering every bodies needs, without Gigs of data.
I don't really think that's true. The Insert Menu as it stands, is absolutely
packed with entries. But I think that taking a look at what's there, assessing
it, cleaning it up a bit, and jusdiciously adding to it would help people be
more productive - especially new users trying to get a scene to render - it's
really important to have early sucesses.
The menu is hierarchical, and if you take a look at Special Shapes and
Transformations, there's 3 levels to those. That leaves a lot of room to
compartmentalize things based on level of expertise and the amount of code and
commentary that gets pasted into a scene.
And aside from just the implementation, it's always a good idea to have people
throw out ideas and spur new ideas and projects. What goes into the Insert Menu
vs into the include directory, vs what gets fleshed out into an entire scene or
animation. Plus the existing code could probably use some editing to clean up
the code, update it to take advantage of new developments and trim deprecated
directives, and maybe add some bits of helpful code that are hard-won but easily
lost in thousands of (unsearchable) forum posts.
Plus, then it will be all freshly-edited and proofread before the next version.
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