Skip to content
Snippets Groups Projects
  • Demeter Dzadik's avatar
    9a7afcbc
    Rigify: Clean up "Rigify Buttons" panel UX · 9a7afcbc
    Demeter Dzadik authored
    The UX for this panel felt like it could use a facelift. It was extremely ugly to look at, nothing about it was done the correct way and it broke every possible modern Blender UI convention it could.
    
    Before/After:
    {F10135475}
    {F10159077}
    
    After generating a rig:
    {F10159078}
    
    - Removed the "overwrite/new" enum.
    	- If there is a target rig object, we overwrite. If not, we create. I think that's intuitive behaviour without the extra UI element.
    	- If a rig object with the desired name already existed, but wasn't selected as the target rig, the "overwrite" option still overwrote that rig. I don't agree with that because this meant messing with data without indicating that that data is going to be messed with. Unaware users could lose data/work. With these changes, the worst thing that can happen is that your rig ends up with a .001 suffix.
    - Removed the "rig name" text input field. Before this patch, this would always rename your rig object and your rig script text datablock, which I think is more frustrating than useful. Now you can simply rename them after generation yourself, and the names will be kept in subsequent generations.
    
    - Renamed the panel from "Rigify Buttons" to "Rigify Generation" in pose/object mode and "Rigify Samples" in edit mode.
    - Changed the "Advanced Options" into a sub-panel instead.
    - Single column layout.
    - Added an info message to show the name of the successfully generated rig:
    {F10159079}
    
    Feedback welcome.
    
    Differential Revision: https://developer.blender.org/D11356
    9a7afcbc
    History
    Rigify: Clean up "Rigify Buttons" panel UX
    Demeter Dzadik authored
    The UX for this panel felt like it could use a facelift. It was extremely ugly to look at, nothing about it was done the correct way and it broke every possible modern Blender UI convention it could.
    
    Before/After:
    {F10135475}
    {F10159077}
    
    After generating a rig:
    {F10159078}
    
    - Removed the "overwrite/new" enum.
    	- If there is a target rig object, we overwrite. If not, we create. I think that's intuitive behaviour without the extra UI element.
    	- If a rig object with the desired name already existed, but wasn't selected as the target rig, the "overwrite" option still overwrote that rig. I don't agree with that because this meant messing with data without indicating that that data is going to be messed with. Unaware users could lose data/work. With these changes, the worst thing that can happen is that your rig ends up with a .001 suffix.
    - Removed the "rig name" text input field. Before this patch, this would always rename your rig object and your rig script text datablock, which I think is more frustrating than useful. Now you can simply rename them after generation yourself, and the names will be kept in subsequent generations.
    
    - Renamed the panel from "Rigify Buttons" to "Rigify Generation" in pose/object mode and "Rigify Samples" in edit mode.
    - Changed the "Advanced Options" into a sub-panel instead.
    - Single column layout.
    - Added an info message to show the name of the successfully generated rig:
    {F10159079}
    
    Feedback welcome.
    
    Differential Revision: https://developer.blender.org/D11356