Comments (5)
What type of visual clarity do we need (i.e. extreme minimalism, minimalistic, hideable, etc)?
minimalist, hidable
Are we going to integrate it with CLI in any shape or form?
Yes, #595
Do we need the Cheatsheet to be more "visual", for example having a keyboard layout drawing with each hotkey?
We will see what ImGui offers, but no need to get crazy here, info should just be clear.
Good link from blender imo.
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@JPLost please note we will be using ImGui to create a similar UI to the current UI. No checkboxes or mouse driven UI.
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Hello,
For this matter, I would propose ourselves to ask and answer some questions of what we would like to achieve with the UI for F3D.
This way maybe we can understand what features to build, how they will look and feel to the User and also how it's going to make more sense with APIs/Bindings and F3D from CLI.
I can start with the following questions:
- What type of visual clarity do we need (i.e. extreme minimalism, minimalistic, hideable, etc)?
- Are we going to integrate it with CLI in any shape or form? Like adding a Console inside the program to execute commands (for example in games like CS2, Quake, etc).
- Do we need the Cheatsheet to be more "visual", for example having a keyboard layout drawing with each hotkey? Or will it remain just the same with different styling?
- Are we going to have PopUp windows for users to input/output data (like 3DSMax or Maya) or will all be condensed into the same window (Like Blender)?
In addition to the last question, I would like to point out that some of the Human Interface Guidelines from Blender would also make sense to F3D:
The Blender user interface is based on 3 main principles:
- Non Overlapping: The UI permits you to view all relevant options and tools at a glance without pushing or dragging windows around.
- Non Blocking: Tools and interface options do not block the user from any other parts of Blender. Blender doesn't pop up requesters that require the user to fill in data before things execute.
- Non Modal: User input should remain as consistent and predictable as possible without changing commonly used methods (mouse, keyboard) on the fly.
For further reading: https://developer.blender.org/docs/features/interface/human_interface_guidelines/
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In my personal opinion, I prefer the way Blender treats UI because you don't have "fluctuating", additional windows besides the main window of the application. This way, whenever you bring up a modifier in Blender or any other feature, it is all concentrated into the same window, much like a web browser or something the like, without the need of closing stuff nor pressing additional buttons with the mouse. We could use the same principle with F3D own features and UI design.
Integration with f3dCommand would be cool in form of a console. It could just slide down inside the F3D window when you press ~
.
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I've been looking for simple viewer that can have it's own built gui. Currently Open3D has the closest approach.
But probably I would need primarily check boxes, sliders, rgb value changer and textbox with buttons for file/models selection.
Trimesh or Numpy for data manipulation.
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Related Issues (20)
- Windows 10 thumbnail .stl HOT 13
- Wayland Support HOT 3
- F3D build not reproducible because of executable full path in man page HOT 6
- VDB not shown as volume by default HOT 9
- CI: Move lfs action to github marketplace
- Segmentation fault in cli when not in graphic environment HOT 1
- CI: Remove usage of CMAKE_OSX_ARCHITECTURES HOT 1
- CI: USD cache fails to build correctly in static-analysis CI
- Cheat sheet text is not resized properly
- CI: Codecov report are not uploaded anymore HOT 1
- CI: Improve macOS arm64 Wheels
- HDRI Lighting is not being applied. My mesh is just a simple white base material. HOT 8
- CI: MacOS + Java bindings occasionnaly segfaults
- Library doesn't work with Gtk under Wayland HOT 13
- Add getters for camera parameters HOT 2
- Unable to use f3d 2.4.0 inside Ubuntu Docker container from macOS host HOT 16
- Unable to zoom using `dolly` when it's orthographic HOT 2
- Add a Pan method HOT 1
- Crash at program start (Windows 11) HOT 9
- crash on undefined `pbrMetallicRoughness` HOT 2
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