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Which tool do you use?

2k Suisei
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Join date: 9 Nov 2006
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06-26-2008 04:01
From: whyroc Slade
Here here!

Maybe i am biased or just used to the Blender now.. but I can't figure out why people have so many problems with interface.
.


A good interface is about meeting expectations. Functions and options need to be where the user expects them to be. If the functions aren't where the user expects them to be then they better be in a logical place when they are found or there's gonna be hell to pay!.

Blender fails to meet expectations right from the start with its quirky camera setup. Most programs use a turntable camera.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
06-26-2008 06:21
From: 2k Suisei
A good interface is about meeting expectations. Functions and options need to be where the user expects them to be. If the functions aren't where the user expects them to be then they better be in a logical place when they are found or there's gonna be hell to pay!.

Blender fails to meet expectations right from the start with its quirky camera setup. Most programs use a turntable camera.


You have just described an intuitive interface. It's a different thing from a good interface imho. Expectations are learned behaviour, what if someone learned the world's worst interface first? Does that than make all the good interfaces poor because they don't meet expectations?
Pygora Acronym
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Join date: 20 Feb 2007
Posts: 222
06-26-2008 06:35
From: 2k Suisei
Yep, you're totally right, Py!. But I like Cristalle says, it might be possible to remap an object. I personally would just chop off the faces at the poles.

Sculpty Maker's dislike of triangles wouldn't be difficult to fix, but I've just not got the incentive right now. I'm gonna end up being a full time sculptmap converter creator if I'm not careful. :)


Thanks 2K. Until you get the bee in your bonnet to fix the issue it's probably best, from a work flow stand point, to do it like Zbrush does. Start with a cylinder and delete the caps, then snap the top and bottom row of verts on top of each other to make the poles. If your application premaps UVs like 3ds Max, you don't even have to touch the UVs, they are already set. Otherwise you will need to cylinder map before you snap the poles together for best results. That's how I do it in 3ds Max. Your converter has no problems with .obj I've ran through it using that method.

If you chop (by chop I assume you mean delete) the faces at the poles of the sphere you lose two loops and often have to remap your UV's. But I guess you could start with two extra loops and go from there.
2k Suisei
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06-26-2008 06:58
From: Domino Marama
You have just described an intuitive interface. It's a different thing from a good interface imho. Expectations are learned behaviour, what if someone learned the world's worst interface first? Does that than make all the good interfaces poor because they don't meet expectations?


Well for me a good interface is one that meets my expectations. I don't want to have to spend a week finding my way around. I just want to make something.

I don't think Blender's interface is necessarily illogical. It's just different. ZBrush is also given a hard time over its interface simply because it's different. So I do sympathize with you Blender fans and your frustration with people dissing your beloved's interface. ;)
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
06-26-2008 07:13
From: 2k Suisei
Well for me a good interface is one that meets my expectations.


For me it's one that changes my expectations.. When building in SL I tend to have a chat bar full of grrssgssrrssrsg due to my expectations from Blender :)
Pygora Acronym
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Join date: 20 Feb 2007
Posts: 222
06-26-2008 07:58
Even the Blender development team realizes the UI needs to be worked on. A interface overhaul is one of the upgrades planned for 2.50.

If they can keep the cool flexibility of the starship style command panels, add sensible button labeling (would it kill anyone to add one letter and change OB to OBJ fer crying out loud?) and standardized left click select I'll be less inclined to point out the fact the graphic layout of the UI was designed by crack users from the moon.
Johan Durant
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Join date: 7 Aug 2006
Posts: 1,657
06-26-2008 08:42
From: Malina Chuwen
Yes.. I tried Blender a bit ago, fiddled around with it a bit and quickly concluded it's uselessnes.. It starts off with three shapes on the screen that don't change. They move, if you can call it that, but there's really nothing much else to do.


Other people already responded to your rather limited commentary on Blender, but I do feel the need to point out that it sounds like you didn't read the manual at all, you simply tried to use the software and, when you failed to accomplish anything with it, decided the software is useless.

This isn't a criticism of you by the way; I did the exact same thing when I first encountered Blender. Years ago I downloaded Blender, tried to use it once, got fed up and then uninstalled it. Recently however I was compelled to learn the tool due to a new project, so I actually read the manual, starting with the pages on the interface:
http://wiki.blender.org/index.php/Manual/Manual

Boy did that make a big difference! Now, while I still prefer modeling and animation in other tools, I find that the texture mapping tools in Blender are actually the best I've ever used. Thus, I'll end up modeling a character in Maya, exporting it to Blender for texture mapping, and then bringing it back to Maya to animate.



Quick tip if you didn't already realize this: you select objects by right-clicking on them, not left-click. That alone accounted for my initial inability to do anything in Blender.



From: whyroc Slade

A question to someone who has tried blender plus others..maya .. 3dsmax etc.. what is it about Blender's interface that is so difficult? can anyone help me understand with some specific critiques other than its 'non intuitive'.


Well as I said I use Maya mostly and I recently learned how to use Blender, so I have some specific critques to point out. My main beef was with how many unnecessary button presses there are. For example, in most software you can drag out a selection box by simply clicking and dragging in the window when you have a selection tool active; quite logical. In Blender however you have to hit B first to switch to Box Selection mode. It's a pointless additional button press that interferes with your flow.

Stuff like that is everywhere. To give another specific example, I really got annoyed at how many clicks are involved with merging vertices. In most tools you select the vertices to merge, click Merge, and you're done. Simple, logical. In Blender, after clicking Merge you then have to choose what kind of merge (move to one vertex or the other? merge to the midpoint?) and THEN you have to click a confirmation button. very very annoying

That all said though, as I also pointed out above my biggest initial stumbling block was simply not realizing that you select with a right-click in Blender. Once I figured that out, everything else was pretty straightforward.
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whyroc Slade
Sculpted and Blended
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06-26-2008 08:51
From: Domino Marama
For me it's one that changes my expectations.. When building in SL I tend to have a chat bar full of grrssgssrrssrsg due to my expectations from Blender :)


1 user wet his pants laughing.
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Malina Chuwen
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06-26-2008 09:41
My 'ideal' UI has alot on the toolbar. Drop down menues, and less 'gunk'. I like the clean, stream-lined look of my PSP7. Like? Nay.. I love it. It's simple, neat, and quick to get through.

Johan - I only write what I feel. Can't help if other people don't like my "limited commentary" as I had nothing else to write on Blender. When I open a program, be it free or hundreds of dollars worth, I expect to actually understand it. I hate instructions, I loathe having to ask questions (even if I do ask many), and I absolutely REFUSE to read a 'manual' just to make a simple shape. If I can't figure out what that (whatever it was) tool is on the bottom, I'll play with it. If there's no 'hovertext' or some pop-up menu, I'll move on.

I've happily survived practically all my schooling days without reading directions once. I really can't recall the last time I read an 'instruction manual'. If I can't understand it, then I simply do not need it. I won't read them at work, I wouldn't read them on any car care, nor any lawn care, on any medicine bottles. Nada. Life shouldn't be that difficult.

Simple..

So I'll wait here in the background for something to appeal to my eye =) I mean absolutely no offense to anyone, especially the Blender team. We are all different, and I happen to be one of those manual/instruction-refusing people. I didn't even know it came with any, lol.

Additionally.. I'll have to check out that ZBrush. Granted, my RL is broke but if it's worth it then I can stand to cut back on eating out so gosh darned much =p
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
06-26-2008 10:27
From: Malina Chuwen
I hate instructions, I loathe having to ask questions (even if I do ask many), and I absolutely REFUSE to read a 'manual' just to make a simple shape.


Fair enough, as I said I didn't read the manual at first either. Refusing to read manuals for software is not a big crutch in life.

From: Malina Chuwen
I wouldn't read them... on any medicine bottles.


This however is just the slightest bit inadvisable.
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Chosen Few
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06-26-2008 10:31
From: whyroc Slade
what is it about Blender's interface that is so difficult? can anyone help me understand with some specific critiques other than its 'non intuitive'.


Excellent question, Whyroc. I'll try to frame my answer, as best I can, in terms of what I think makes for most effective communion between the average human and a computer. Hopefully any fanboyism in this discussion can be kept to a minimum.


First, a couple of disclaimers:

Throughout this post, I'll be mentioning programs that I think hit well on the various points of what make a "good" interface. I may end up repeating a few titles quite often. Please take the reasons for that at face value. I won't be trying to say those programs are better than Blender, or that Blender is bad. I'll simply be using various aspects of those programs' interfaces as counter-examples to help answer your question of what, to so many people, is either lacking or different in Blender to make it less than easily understandable.

I will also be talking a bit about personality traits with respect to various groupings of people. Let me take a quick second to explain what I mean by that. The last time I entered into this type of discussion, some took it the wrong way and were offended. I don't want that to happen again.

It is a simple fact of human psychology that there are different personality types. While it's true that everyone is unique, there a lot of ways in which everyone is the same, and still further ways in which we all fall into various categories. I realize that some are uncomfortable thinking of themselves in those terms, but that doesn't make it less true. If there's anything I learned in 12 years in sales & marketing (during six of which, I taught psychology of sales to college students) it's that while everybody thinks they're very different from everyone else, none of us really are.

To use a euphemism, one way to describe it is that we're all constructed of basically the same hardware, and we're all running what could fairly be called variants of the same software. It stands to reason that those of us with similar variations will respond to similar stimuli in similar ways. For some of us, that might mean being allergic to peanuts. For others, it could mean being good at math. Whatever makes us tick, it is what it is, and there's nothing wrong with talking about it.

It doesn't diminish a person in any way to say, "He's an engineer, and those who become engineers often go that direction because they happen to think of _____ in _____ way," or, "She's athletic, and people with athletic tendencies often find _____ to be more appealing than ______". Clearly that sort of talk is not intended to describe any person as a whole. It's simply a description of some particular personality trait, which may or may not be a part of any person's makeup.

People are, of course, far more than just the sums of their parts. But the question of how the parts affect the whole is still very important. There's absolutely no need for anyone to be offended by the subject, or to think of it as over-generalization or as a put-down in any way. Anyone who chooses to react in such a manner is sadly missing the point, and substituting his own. I'd encourage all those reading not to do that.



With that out of the way, on to the discussion:

To me, what makes Blender's interface instantly "difficult" in comparison with nearly all other programs is that its very concept is quite different from that of most other programs. In the beginning of the manual, it's described as follows:

"The user communicates with the program via the keyboard and mouse, and the program gives feedback via the windowing system."

That is radically different from how nearly all other programs operate, which for many is an instant problem. The concept that most of us are used to is that most of the windows in any program are primarily for input, not for reporting. Some might call this nothing more than semantics, but I think it's indicative of a primary difference between how Blender's authors/users think, and how most other people think.

The manual further illustrates this disconnect. Its first chapter is all about adjusting window layouts, popping up consoles, adding screens. From a programmatic standpoint, this all very important information, but from an "I want to make something" perspective, the whole approach is bass ackwards. Again, this represents, in part, a fundamental difference in thought process between different types of people.

For an opposite approach, consider how Maya gets the new user started. It spends makes its introduction not by explaining how to fiddle with windows and settings, but by showing you how to manipulate the camera. Right away you get to feel productive. You hold alt, drag a mouse button, and you go "Oh, now that's cool." From there, the written documentation takes a much more forwards (from the typical artist's point of view) approach than Blender's does. The opening chapter explains basic vital concepts the artist can latch onto and feel really good about learning, such as what are polygons and how do 3D coordinates work.

And then, even when it does start to get into the dry, program-specific stuff, the ordering of the information is still from a creation-first, program-second, point of view. The very first item covered is how to select objects, not how to arrange windows. That speaks volumes about where the priorities are in the minds of the authors.

The whole feel of that chapter in the Maya documentation seems to be "OK, we know this is the boring part, but bear with us because it is important. We'll get to making stuff in just a minute; we promise." But in Blender, the feel appears to be more like "Check out all these neat ways arrange this and reconfigure that. We programmers find this stuff to be really great, and so should you." Again, the two thought processes couldn't be more reversed. It's not that either is necessarily right or wrong. It's just that one naturally appeals to only a small subset of people, and the other naturally appeals to a much larger majority.

What I've mentioned here is just the tip of a very large iceberg. Blender, for whatever reason, from top to bottom is built with a very specific type of person in mind. To those whose natural thought process fits this model, it's nothing short of incredible, the most intuitive thing on Earth. But as I said, people like that are a small minority. The rest of us need to adapt the way we think in order to make heads or tails of it, and for many, that's an extremely uncomfortable thing to have to do.



To me, here's what makes a good interface:


1. Balance Regarding Input vs. Feedback

For any tool, the primary emphasis should be on input. Feedback should almost be subliminal. When you turn a screwdriver, for example, all you're thinking about is the pressure you're applying to the handle. The fact that the screw turns in response is simply expected. The screw doesn't have to jump up and shout "I just turned". You just know it happened.

People love cars for this reason. The interface in a car is great. You step on the gas, the car goes. Step on the break, it stops. Turn the wheel, it steers. It's a feel thing, not a text-based-thought thing, and it's instantaneous.

By the same token, when you're using a windowed GUI, the emphasis in each window should be on making things happen, not on reporting what you've just done. Blender, from most people's point of view, seems to get this backwards. Programs like Photoshop, Maya, and MS Word (pre-2007 Word, at least), on the other hand, do it in a very forwards way, again from most people's point of view.

Photoshop makes for an easily explainable example of where a GUI can really shine in this regard. Click to select a tool, and all its available settings appear right at the top of the screen, every time. Use various number fields, radio buttons, etc., to configure the tool either before, during, or even after use. It's a very handy, instantly understandable, system, which allows you to think in much the same way you think when turning that screwdriver or driving that car. Your emphasis with each item is on the attack, and the result is just the inevitable natural follow-through that has to happen in response. There's no memorization or indirect thinking required. You simply do, and work responds.



2. Graphics/Layout

The most commonly used tools should be readily accessible, and all icons should be quickly understandable and instantly memorable. The workspace should be large, overwhelmingly dominating the screen, and the GUI itself should be very peripheral, not in any way central, to the feel of the program.

In the early 90's, MS Office became the dominant software suite in the world, not because any of its programs were any better at the actual tasks they performed than their competitors, but because the entire suite's interface was fantastic. Office was revolutionary in that regard. All of a sudden, we had buttons instead of code tags or commands for such simple things as bold, italic, and underline, and they were right at the top center of the screen, where nobody could ever not find them. And the document you were working on actually looked like what you'd be printing out. That changed everything.

And the best part was, since the whole suite had the same interface, all you had to do was learn it once (which took about five minutes), and then you could get by in every program in it. I distinctly remember lots of conversations on the subject at the time. Everyone from CEO's to secretaries was saying the same thing. "Well, that Excel thing isn't quite as powerful as the Lotus 123 I was using before, and Access isn't the greatest database, but everything in Office is so much easier to use since the whole all the programs are set up the same way. And man, that Word is amazing! I'm gonna make the switch."

Photoshop has succeeded, in no small part, for very similar reasons, as has Maya. In both those programs, it takes only a few minutes to learn where the most commonly used things are, and then you're on your way. Some need to be shown where to start, others can just figure it out on their own, but either way, there's no one who can't get it right away.

Blender, for whatever reason, seems to prefer to fill its GUI space with number fields, rather than icons. And proportionally, the interface feels intrusive to the workspace, not peripheral. I often refer to that concept as "cancer of the interface". Again, I attribute it to the difference in thought process between "programmer" types, and most other people. And I'll repeat, it's not that either style is necessarily good or bad; it's just a question of what jives most successfully with the widest range of people. Most people will click with (small pun intended) buttons much more readily than with number fields.


3. Consistency

The best interfaces are those that take sort of a fratal-like approach to their setup, each component a representation of the whole. Ideally, you should be able to grab any component in a program, say to yourself, "OK, what were they probably thinking when they came up with that?" and when you figure out the answer, you'll be able to apply the same exact logic to every other component.

Maya does this nearly flawlessly. Once you've learned one little corner of Maya, you basically know the whole thing. When the time comes you need to use a tool you've never touched before, you can simply grab it and you're all but guaranteed to understand how it works right away. You won't know all of its individual settings and capabilities in advance, obviously, but you'll know where to find them and how to apply them. Learning what they do can then be a matter of reading of or of simple trial and error, whichever you prefer.

Photoshop does fits this same mold quite well also. It's got a few little inexplicable inconsistencies, such as why do some filters pop up a small dedicated dialog window while others launch the whole filter library, but on the whole, the logic behind the whole thing is quite uniform.

And again, I have to defer to early 90's MS Office as probably the most significant advance in this regard. Say what you want about Microsoft, but Office of that era is one thing they did very, very well.

Blender, unfortunately, doesn't seem to have that sort of consistency. Learning one part of it doesn't necessarily help you with any other part. You've got no choice but to learn much of it through brute force, which for many, is uncomfortable.


4. Redundancy and Options

Any really good interface should always have multiple paths to achieve any and every task. At a bare minimum, every button should have a menu command that does the same thing.

Keyboard shortcuts should ALWAYS be optional, never ever required. They should be time-savers, nothing more.

Again, Maya does this perfectly. Literally every single command that has a button also has a menu slot. And anything you can do via button or menu, you can also do via text in the command line, if you prefer. It's impossible to have a keyboard shortcut for every single command, since there are literally thousands of commands, but the most commonly used functions all have them (as options), and you can set up your own any way you want.

Photoshop does this almost as well, but the options are not quite as broad. Not every button has a menu command, but all those that don't have one do have a keyboard shortcut, so there are still two ways to access them. And of course, there's no command line (although it could be interesting if there were one).

Blender, on the other hand, requires the use of keyboard shortcuts, which right away puts up a significant barrier between the user and the work. If you don't know a particular shortcut that you need, you can easily find yourself in trouble fast. Memorization is a must with Blender, and regardless of the best wishful thinking of its authors, the fact is most people are not terribly good at that. For that reason above all others, Blender can't help but be more difficult to learn than the likes of Maya, Max, or just about any other 3D application I've ever used.



Add all this up, and I think it's pretty easy to see why most people find Blender to be a struggle. Again, it's not that it's a bad program. It's got a lot of great things going for it. Its most important attribute, though, the interface, is just not something that the majority of people can easily bond with.
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whyroc Slade
Sculpted and Blended
Join date: 23 Feb 2007
Posts: 315
06-26-2008 11:36
Thanks Chosen.. you have given me some perspective on this. I think you are very correct in pointing out the programmer / artist scenario and agree that blenderites often tend to be programmer types, especially those who develop it.

I could argue for Blender over some of the valid points you raised... but won't go into huge detail now, let me just say that I feel for the average artist or tecchie type alike that Blender is worth the effort to get over the hump. Also that once you figure out where you will be doing the majority of your work in the interface it starts to make sense, there are as many ways to use Blender as there are people using it.. so it is a personal thing.

I wonder how much of the intitial dissapointment people have with the interface has to do with the color of it..? I think a dark grey color scheme gives any program a feel of complicatedness (but also coolness IMO). Ergo blender, z-brush and others I have used like Ableton Live for music are perceived as being tough. This might play into the Office argument you were giving as an example.. Office is in no small part responsible for what we consider an 'easy' interface is so something that doesn't look like Office is considered more difficult.

Now the question is.. Is the RC dazzle client easier to use than the old one? I would say maybe!

-why
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
Save the manual
06-26-2008 11:41
Your comments are right on the money, as usual, Chosen. I have only just started poking at Blender, but I know what you mean about an interface designed by software engineers for other software engineers. It is not the easist program to get your head around.

That said, I didn't see anything in your commentary to suggest that you ought to expect even a program with a great GUI to be so intuitive that you should throw away the manual. I get more than a little annoyed with folks who complain about some feature of a device and then admit that they never bothered to check the manual to see how it's supposed to work. (Can't figure out how to make the car windows go up and down? Well, duh, did you think of looking in the manual?)

There are two perfectly good reasons for reading instructions, or at least keeping them handy. First, NO device is going to be intuitively obvious for everyone. Complain if you have to read the manual every time you get into your car, yes, but if you're the one person in a thousand who can't figure out how to make the car windows go up and down, you can save yourself a lot of frustration by just looking in the user manual. You haven't revealed a deep character flaw by admitting that you didn't spot what everyone else thought was obvious. Second, some things are actually dangerous. If you're in that segment of the population that doesn't intuitively sense the danger, you're screwed. Good instructions can save your life or your hard work.

I'm not making a pitch for interfaces that only an engineer could love. For all the reasons you outlined, you ought to be able to fly a good application without keeping the manual at your elbow. If you and the application occasionally don't see eye to eye, though, it just seems silly to bang your head against the wall and curse the wind (mixed metaphors, anyone?) instead of looking in the book.
Pygora Acronym
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Join date: 20 Feb 2007
Posts: 222
06-26-2008 12:42
I totally agree with Chosen's assessment of built by programmers for programmers.

Ok fine, no icons, whatever. But you can even feel it in the labeling of the buttons. Terse little fragments of words that make you feel like whoever was programming it had coded so much that if they added even one extraneous character to a button their carpal tunnel gnarled fingers will seize up on the spot.

Just by looking at the "OB" label button I mentioned in a previous post you would have no idea what it would do even in context of materials. And right next to it is the helpfully named "ME" button.

After repeated use I guess you internalize that the OB button attaches the material node to the OBject node while the "ME" is to attach to the MEsh node. Of course, how obvious!

You could add one letter to OB and get OBJ, which to me is much more readable as a shorthand for object, but for a programmer apparently that's a wasteful keystroke. Two more letters and ME would be MESH. My goodness a whole word? That's madness in the Blender UI scheme. Coders hands throb at the thought of it!

This is just one example. The UI is riddled with bits like this.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
06-26-2008 13:06
From: Chosen Few
Blender, on the other hand, requires the use of keyboard shortcuts


Off the top of my head I can't think of any feature that _requires_ keyboard shortcuts. The keyboard is often the best option, but there's usually lots of different ways to do the same task.

Eg for scaling / rotation / translation there's:
keyboard only
Keyboard + mouse
mouse only via widget (which has an icon to enable, shift can be held to activate multiple widgets at once)
mouse only via gestures

I put emphasis on the keyboard when I explain sculpties purely because describing a key sequence is a lot easier to explain than which icon to click :)

As far as consistancy, yes there are areas that could be improved, but the vast majority is self consistant. Things I learnt about the UI with modelling apply just as much to uv editing, armatures, ipo curves and many other areas of Blender. It's why I keep trying to do them in other apps too :)

You've some valid concerns about the documentation, when I eventually get around to doing the website for the sculptie scripts I'll make sure to throw people into creating straight away :)

Though considering one of your complaints is the initial layout, perhaps telling people how to change it first in the manual isn't such a bad move.. Maybe they should add that left mouse select and turntable camera can be set in the preferences there too..
Abraham Attenborough
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Join date: 4 Feb 2007
Posts: 96
06-26-2008 22:57
after all it seems this thread has become a discussion about blender and UIs.

for me the best UI is voice activated and i only say: software build me a head sculptie--ok make the nose thinner and the ears open wide--now give it the texture that it looks like real=)) but remember you need to teach your PC understanding before!!! (i tried it and its a pain in the ...i found out that a pc is only so clever as the user is).

ok, the blender GUI isnt that nice but its definetly usefull if you are familiar with it. i can customize it to my own requirements. thats a big pro. i dont need "this" bunch of buttons, so i hide them. i need more i add them. it gives me some kind of freedom to create my mostliked view.

same with the documentation. noone needs to read it from page 1 to x. but i found there 99 % of problems i had soluted. its detailed and logical (mostly=))).

always keep in mind that it is open source and everyone can work inside this project (so many people do). other software GUIs are not more easy if you look at them the first time.
what they do with tool- and menuebars is blender doing with popups, thats all. it dont looks like sweet Microsoft and needs some brain jogging.

but everyone who likes can take his money and buy C4D 3DS or whatever. you need to sell many sculpties to get the costs in=))
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Jimmer Gabe
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Join date: 3 Aug 2007
Posts: 2
Blender is the BEST thing since tesselised bread
06-28-2008 11:02
From: Malina Chuwen
Yes.. I tried Blender a bit ago, fiddled around with it a bit and quickly concluded it's uselessnes..


You cannot be serious.. Blender is the Bees Effing Knees of low-cost CG design and development. King of the Polygon Hill, one of the greatest programs to ever be Open Sourced and unrivalled enabler of 3D artistic vision for the masses.

I will be the first to agree that the Blender interface and workflow needs to be learnt rather than 'just figured out'... but that's because Blender can actually do lots of useful stuff. It's not some silly in-world builder tool in 4 sexy colours for prim-dress shopperettes.

People that 'fiddle around with it a bit' and then conclude its uselessness need to be taken out back and shot. Twice. Just to make sure.

J.
Jimmer Gabe
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Join date: 3 Aug 2007
Posts: 2
More on Blender...
06-28-2008 11:50
Well just a quick followup before people start flaming me for my unashamedly fanboi-ish post...

1. I have been using and/or been aware of Blender since version 1.5.x - read 1998.

2. I design user-interfaces for a living so I'm aware of most of the pro's and con's mentioned in previous posts, and have strong views on many of the issues mentioned.

3. The truth is that complex 3D applications like Maya, XSI, Houdini, Blender etc. are of the UI class 'totally immersive'. Users of such systems spend entire working days (and nights) in one single application. In this class of applications the cost of _learning_ the application isn't a particularly interesting metric. The speed of use _once learnt_ is. Also the cognitive load on the experienced operator of working the UI of such a system is negligible.

4. I would not be surprised to hear that the early Blender operators actually requested keyboard access to functionality because menu driven systems are just slower and a pain in the aforementioned class of immersive apps. In fact an argument can be made that for immersive apps the application _is_ the machine which is why you have function coded keyboards in Avid editing suites and why the early CAD/CAM systems had digitisers/tablets with functions printed on them. Therefore, the Blender UI-approach is entirely defensible in a pro-user environment.

5. With the increase of Blender functionality over the 10 years of its development, the number of Vulcan death-grip key-combinations has significantly increased. This density of key-to-function coupling is in my opinion a real issue in the Blender interface. The other being the introduction of mixed messages and multiple paths to functionality through the increased use of 'generic application paradigms' in the 2.x Blender series. Unfortunately there isn;t a simple way out of this... and more importantly for the new user: neither is there a easy way _in_ because the Blender UI is now a tangled mess of two very different UI styles.

6. I have much to say about the generic vs. specialist UI issues - perhaps i'll write a blog post about it one day. Articles and Journals are so very 20th century.

cheers!

J.
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