jarneson / godot-ply

Godot plugin for in-editor box modeling
MIT License
358 stars 25 forks source link

UI/UX #62

Open ellogwen opened 2 years ago

ellogwen commented 2 years ago

This issue is for discussing the upcoming UI/UX changes.

The following bullet list are just the general topic. Feel free to add your wishes

GeorgeS2019 commented 2 years ago

@ellogwen I respect the ambition here. It could help for a new user there to see where is the current status in terms of the different modes of blender that are now capable through this AddOn.

This gives the new users what is the status and where they could contribute.

Blender Modelling Modes

fire commented 2 years ago

Snapping has an implementation here @ellogwen .https://github.com/jgillich/godot-snappy

jarneson commented 2 years ago

@GeorgeS2019 I believe such a list would be better served as individual issues. This issue is largely about broader "everywhere" kind of UX. Although perhaps this issue should just be separated into many.

Frontrider commented 2 years ago

I think this is the UX update this needs as a start. image A lot more compact and leaves more room to see what I'm doing. I originally tried to go for a bottom panel, but that is just overkill.

Some icons are questionable there, but you get the gist of it (if not, read the hint). Only thing I did not hook up right now, is the mesh generator.

This is also a bugfix, the current editor can push the bottom panel off-screen.

On the bottom panel note, I'd put the mesh generator there, alongside a UV editor if a face is selected.

jarneson commented 2 years ago

yeah, i originally started with such a topbar, but I grew fears of blowing past horizontal space constraints -- especially on smaller devices (not everybody develops on a 4k monitor), and the poor iconography made such a compact layout inscrutable for many users.

perhaps supporting both is the right path. In my mind, there's basically a progression of user knowledge. Nothing (verbose buttons) -> Comfortable (compact buttons) -> Expert (hoykeys)

Frontrider commented 2 years ago

The side panel needs serious reworks if it were to be used.

Also, the alternative to the side panel is to do what the tilemap editor does in 4.0 and migrate to the bottom. image

Frontrider commented 2 years ago

Bottom of the screen is already usually taken up by the tool for the thing I'm currently working with (animation, audio, console for debugging etc) any ways so it fits well.

jarneson commented 2 years ago

yeah, bottom panel could be good, in fact I was hoping to move the inspector plugin to the bottom so I can use it in distraction-free mode.

open to really anything as long as it hits my vague onboarding goal.

to reiterate: strong iconography would go a really long way to reducing my self-imposed constraints there, so if anyone can rope in someone to work on that would be HUGE.