Blender user interface design

Interesting concept.
The thing is, the cursor is now fully 3d, which means that it has rotation on three axis (X, Y, Z). Your mockup would suggest that blender would somehow “understand” that when you clicked on that slant, the cursor only rotated on a single axis (in that case, the X axis) and therefore should only show a single rotation on the top left. But the cursor can be rotated on more than one axis at a time, for example if the face is slanted in two axis simultaneously.
This could be solved with something that I already questioned the absense a couple months ago, the lack of a “Rotation” section of the 3D Cursor on the N-Panel:

cursor_rotation

So if you click on something with the cursor set to rotate to face, the rotation value would appear there.

Also, looking back on the old 3D Cursor video from Pablo, I just noticed that we no longe have the “Add Cube to the Cursor” option on Object Mode that we can see on this part of this video.
And allowed us to add Cubes on top of other Cubes instantly without being on Edit mode. Or am I missing something?

maaaan :heart_eyes::heart_eyes::heart_eyes:
this is the start of my big hope of a powerfull snapping tool.
this is awesome!
but are we already at Christmas?

In case it was not clear, This is the option that on the above Pablo video was present on BOTH Object Mode and Edit mode:

But now it’s only on Edit Mode.
-So you can only create a Cube on top of another object, when you are inside said object.
-You can also only create cubes, why not other primitives?
-Also, even when the 3D cursor is placed on the surface of a face, if your viewing angle is too low the Cube that you create is created halfway inside the face that the cursor is placed. Example:

Is there any reason for why it’s now only on Edit mode, and why it changes behavior based on viewing angle? :thinking:

2 Likes

The reason is because it’s not complete. I hope we can fully implement this for 2.80.

The current tool is a proof of concept. I think we can make it work much better, and also add the rest of the primitives, obviously.

6 Likes

Woohoo!! Cannot wait to see it fully in action! Thanks for the answer :wink::grin::+1:

1 Like

I know I know … I’m a bit pedantic and repetitive but … :grin::heart_eyes:

Just as a general note, we are behind on our UI topics and todos. There are many many tasks that need completing. So, while proposals are of course always welcome, it will probably be quite a while before we can start tackling new things.

First we have to complete all the things that were started for 2.8.

Cheers to all.

1 Like

yes … i know :slight_smile:
consider me only an enthusiastic inspirer

1 Like

I’ve updated my 3D cursor concept mockup with XYZ rotation Values:

1 Like

Blender 2.8 3D Cursor Concept - Snapping to Surface with XYZ => RGB Color Variations:
Blender%203D%20Cursor%20Concept

10 Likes

Really cool and useful concept.

This is a cool concept. I do want to point out that you CAN have the cursor align to the surface while snapping to it. This can be enabled in the tool settings. I do like your idea of projecting a 2d version of the cursor onto the surface like you show.

I have to say there is a certain nostalgia to the current cursor design, that I don’t want to go away. It’s also very useful that the existing cursor has the cross hairs and the point in the center.

2 Likes

I agree with you about the current cursor design. But, In 2.8 we have the pan, rotate and zoom with visual icons (Top Right Corner) on the 3D View. So, I’m proposing this cursor with some visual design. And this would be easy for the beginners to understand the usage of the 3D cursor and for advanced users, This will save time with a fast and precise workflow. Whether the users use a Graphic tablet or mouse or touch display, this would be really helpful for accuracy and fast workflow. :slight_smile:

This is a big step in the right direction for 3D cursor! This would also be very helpful for grease pencil + 3d cursor canvas

1 Like

Yeah, while I know collections are better in almost every way, I really miss the pure simplicity if the viewport layers. Where I really miss them is in configuring render layers. Right now, without the dynamic overrides, it’s very difficult. important settings are hidden in menus which obscures checking the status of a layer. Also, I* really feel renaming them “View layers” was very un-intuitive.

A while ago I saw a design for a panel that would handle render layers and dynamic overrides but I haven’t seen any actual development on this yet. That worries me because we are fast approaching the deadline.

I know I sound negative. I’m sorry for that. I really do love the concept of collections and feature-wise, it looks really good on paper. But I think implementation is not really there yet. obviously, we are still in the early stages. I expect they will come up with better ways to work with collections eventually.

And yeah, I would expect you could easily bring back the buttons with an addon.

4 Likes

Can’t you already assign a wireframe color in the object data panel?

1 Like

I admit that I will miss the M popup
it was a little badly designed in terms of wasting space with texts
but it was extremely fast
mpopup

I actually don’t mind this to much to be honest. I do like the old way but I kind of like the new way it works now too. It works much better than adding and managing collections from the Outliner because it’s so simplified. We need more of this.

One thing though, when you pick “New Collection” a tiny dialog pops up and prompts you for a name. You type it in and hit enter. Nothing happens. It just sits there until you realize you need to click the Ok button. See? This is clearly not done yet. :wink:

But yeah, it’s pretty simple to use once you get used to it. Once you get all your collections created, it’s really easy to just select some object in the view, hit M and select one of those collections. Not really that much different. :smile:

it is obvious that the changes were made keeping in mind an evolution …
I just say that on a visual level the layer interface was more immediate, that’s all

the most practical way I used the layers, was to select objects that would break my balls and throw them on another random layer …
this thing I will miss a lot :rofl::rofl::rofl:

You know, that’s not a bad feature suggestion: Have blender create a “Junk” layer that’s hidden by default. Then, you can just hit M and drop all those pieces in the Junk layer. :wink:

1 Like