This is the voodoo I mean, if you know another method…
If you divide 1 by the length that is subdivided by the number you want (1/(2/0.5), you’ll get the size you want, though, as you can see, if you type 2/0.5, in the first case, it would do some strange stuff like 1/20.5, so I had to press multiply (*), then backspace few times, then I could get Blender to accept 1/(2/0.5).
In term of things like the N panel and the popovers, the tradeoff would be a much wider N panel and much larger popovers (which I don’t think a lot of people who want maximum 3D view interaction would desire).
Of course, there’s always the possible alternative in doing the transforms the same way the color picker is done (and come to think of it, that could work as long as you can key the values within and it’s not overly easy to make it go poof before doing anything).
Regnas
(• I don't speak English "by default", so... )
7060
Tbh, I’m waiting to see the deah of the N panel. and btw, no tools in the viewport too, c’mon, a viewport needs to be just this, a viewport.
Not magic, simple paradigm shift (more standard math and also, here location comes to play ).
Pay attention and it will come to you. Resist, but then rather stay with C4D. Nobody is forcing you to switch, but you sure are forcing us to adapt to your ways.
I can’t imagine what would be your take on Houdini then.
Different tools, different goals - use to complement and not to compete. Art is always the winner.
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Regnas
(• I don't speak English "by default", so... )
7064
What are you talking? Please stop.
Everybody knows that Blender is the alien app in the market, it’s pointless arguing. And the code quest is here because of that, otherwise there would be no need for a “workflow” release.
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Regnas
(• I don't speak English "by default", so... )
7065
16bit exr for matcaps is overkill. PNGs would be enough.
What about the tool widgets which will appear when a tool is activated?
I think artists would appreciate being able to spend more time in the viewport and less time typing values in fields or pushing buttons (though the latter will still be there for those who need precision).
I know that the industry pros are used to spending a lot of time outside of the viewport of [insert app. here], but I get the impression that they just don’t want to see new concepts in certain areas because it will break old knowledge (sure it can change, but you can see just how long it took for things like global illumination to make its debut in many productions).
The Blender devs. shouldn’t stop their innovation at the point where the industry tells them to stop. If FOSS gets a chance to truly innovate, then it should (commercial vendors should not have the exclusive right to such and we should’t be forced to adhere to legacy workflows if there is resistance otherwise).
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Regnas
(• I don't speak English "by default", so... )
7070
The widgets in the viewport are ok, they are a must have.
Anyway, current implementation is clearly not finished and depending on the bl_context it can produce a mess as that the only entry that really separates the two concerning editors.
I think they decided that it would be better to make the value inside the field center aligned for some reason. That is why they are now worried that the value in the field will clip the label.
Personally, I don’t like that change. It was easier to read with short labels inside the field and text aligned to the right.
Oh. I didn’t realize. I started with 2.72. I just re-downloaded it. They seem to be right aligned in 2.72b. I suppose I’m just more bias to them being right aligned then. That’s the only way I’ve used the fields.
Regnas
(• I don't speak English "by default", so... )
7077
One thing I like in C4D is that I can even change the input field type of anything.
Would be nice in blender.
Seems a bit excessive. Supposedly there were concerns with upgrading when the menu items are customizable. I have no clue why that is an issue, but custom field types would probably be harder to implement.
Regnas
(• I don't speak English "by default", so... )
7079
Hehehe, C4D invested heavily in customization lol. Basically I can recreate almost any interface out there. It’s crazy.
Not really (I guess), because those “custom” field types are not really custom, they exist in other parts of the appplication/tools/settings, like in blender we have several input types too, in c4d they just gave us access to it.