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Motion Path: Tweak the User Interface
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Authored by Dalai Felinto (dfelinto) on Dec 17 2021, 12:57 PM.

Details

Summary

This moves the clear paths button ("X") to the same line of "Update All Paths", and make it visible at all times.

  1. The clear button affects all objects (by default). However the Calculate/Update Paths only works on the selected objects/objects. Better to not have them both on the same line.
  1. The operator to clear object and pose paths can run even if the active object/bone has no motion path. However the UI was not showing the button in those cases.

Before:

After:

Diff Detail

Repository
rB Blender

Event Timeline

Dalai Felinto (dfelinto) requested review of this revision.Dec 17 2021, 12:57 PM
Dalai Felinto (dfelinto) created this revision.

For the records, the inspiration for this patch was that @Pablo Fournier (pablico) was running into this issue, where he wanted to delete all the motion paths for a bone, but he had to chase a bone that had montion path down, to clear it up. (Pablo maybe you can elaborate this a bit more?)

There is no task yet and there are no rules for this yet, but there is some discussion that we overused icons. And here is one of the cases.

The "world" icon is not appropriate here at all, and redundant.
The "object"/"bone" is unnecessary since there is a panel on the left where the context is visible.
The "exclamation" ("error" internally) it's also wrong, there is no error or nothing important here. The maximum that could be here is the "information" icon.

Also, while you're here, can you please take a look at this ugly label + Non-Grouped Keyframes.
I have already suggested improving it, but it turned out that no one understands what is meant here by +.

I talked to Pablico, he is happy with this solution.

@Yevgeny Makarov (jenkm) I don't mind if this is changed, to remove the icons. But I don't see the relation with this patch.

But I don't see the relation with this patch.

The relation is that you are changing exactly this code.

And the problem is that there is no other way to make such minor changes. Although no one is against such improvements.
Such a thing cannot go through the normal review process since developers are not interested in it as these are too insignificant.
The only possibility here is incorporation into a larger patch.

But I don't see the relation with this patch.

The relation is that you are changing exactly this code.

The fact that a patch touches some code doesn't mean that the same patch should include other improvements in that code too. As a matter of fact, it's the opposite -- the smaller a patch, the easier it is to review & accept.

And the problem is that there is no other way to make such minor changes. Although no one is against such improvements.
Such a thing cannot go through the normal review process since developers are not interested in it as these are too insignificant.
The only possibility here is incorporation into a larger patch.

This is nonsense. I'd be happy to have a tiny, simple patch that everybody agrees with and that can be landed easily.
As always: talk with the module before sending in a patch. Talk before coding. Every two weeks there is an Animation & Rigging module meeting, if you want to propose UI changes (relevant to that module) that's the best place to present them. Otherwise the #animation-module channel is a good place to do such proposals.

This was discussed in the Animation & Rigging module meeting, and the module members gave their thumbs up!

This revision was not accepted when it landed; it landed in state Needs Review.Jan 10 2022, 11:44 AM
This revision was automatically updated to reflect the committed changes.