Poll

What variant is the best?

Slim buttons on left, icons+text
4 (23.5%)
Slim buttons on left, icons only
2 (11.8%)
Buttons on top
11 (64.7%)
Thick buttons on left
0 (0%)

Total Members Voted: 15

Author Topic: How should the frame buffer look?  (Read 25986 times)

2013-01-18, 22:26:47

Ondra

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Here are some mockups of the new Virtual frame buffer done in Photoshop. Which layout/configuration/style do you like the best? Or do you have any other idea how it should look?

Different background colors of some buttons in some images are to be displayed when the button is clicked/focused.

There could be a switch between the first and second variant (show/hide textual labels)
« Last Edit: 2013-01-18, 22:46:13 by Keymaster »
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-01-18, 22:46:18
Reply #1

Ludvik Koutny

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Worth to mention that my recent version (two upper images with rounded corners buttons) are intended to be collapsible (toggle between icons only and icons+text mode) and that this version will also contain render elements dropdown box. It is missing as it's just a mockup.

2013-01-18, 22:51:01
Reply #2

Tweekazoid

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I vote for horizontal arrangement

2013-01-18, 23:47:42
Reply #3

racoonart

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Horizontal, and please... small buttons ;) i don't need fancy colorful buttons which look completely different to maxs ui - i hate it when plugin developers do that
Any sufficiently advanced bug is indistinguishable from a feature.

2013-01-18, 23:53:22
Reply #4

Chakib

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I prefer the horizontal style and small ones, not so graphic but i prefer to see more options inside than it is actually.
« Last Edit: 2013-01-18, 23:56:19 by Chakib »

2013-01-19, 00:06:49
Reply #5

Ludvik Koutny

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Horizontal arrangement will be probably better, but i would strongly advise against icons only. Icons only are extremely confusing for new users, and ribbon in 3ds Max is a prime example of how things should not be done. Even after using ribbon for 3 years now, i still have to hover over icon buttons to see what they do and search for a while until i find the right one.

Also reason why framebuffer looks different to Max UI is that in future it may not be Max specific, so there is no need to try to match Windows 3.11 style of 3ds Max UI.

2013-01-19, 00:20:22
Reply #6

Ludvik Koutny

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How about this one?

2013-01-19, 00:41:51
Reply #7

Chakib

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How about this one?


hmmm i don't like the names in icons they are taking too much space, simple rounded icons will be nicer and light to the eye.

2013-01-19, 01:06:19
Reply #8

Ludvik Koutny

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Yes, i understand, but i am afraid that without text, something like this could happen:


If you used 3ds Max since early versions, you sure know what a pain in the butt were icons compared to clean text UI.

I wanted to go for something inspired by modo because i think it is a great example how proper, intuitive and clean UI should be done: http://blog.andrewhainen.com/wp-content/uploads/interface.png

2013-01-19, 01:27:18
Reply #9

Chakib

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Yes, i understand, but i am afraid that without text, something like this could happen:


If you used 3ds Max since early versions, you sure know what a pain in the butt were icons compared to clean text UI.

I wanted to go for something inspired by modo because i think it is a great example how proper, intuitive and clean UI should be done: http://blog.andrewhainen.com/wp-content/uploads/interface.png

the modo style icons is really nice i think you should inspire by it without taking a lot of space if you put the text, it's will be nice to see like this style in corona

2013-01-19, 01:31:31
Reply #10

Oltskul

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ok... so.. how do i put this, i am bit tired right now..

I am for vertical alignment when counting the crop of image area.. lets say, icons are 40px squared.

For example: I am using display 1920x1200. (like vast majority of peoples IMO)

If you crop 40px horizontaly, you crop out like 3,33% of whole whole area.
if you crop 40px verticaly, you crop out like 2,08% of whole whole area.

both of them have their pros and cons:
H:
- takes bigger area
+ you can have description showed
+ you may add lots of addtional icons without description
- addtional icons with description would go "off the screen"
- collapable description is pretty unusefull with lots of icons.


V:
+ less area
- description takes much more space
+ you may add lots of additional rows
+ collapsable description

tomorow i will revise these ideas..
Corona is like some king of addictive game... "Just one... More... Render... Before... Then i will do something... Useful"

HALT!Ausnahmezeit

2013-01-19, 01:31:46
Reply #11

alieneye

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So, i like horizontal, but can i ask you?
Is it temporary icons or you want to use these?

and I don`t like embossed buttons with shadows- it`s looks odd and cheap

2013-01-19, 02:38:50
Reply #12

Ondra

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So, i like horizontal, but can i ask you?
Is it temporary icons or you want to use these?

It is until I can pay somebody to do better, or find somebody to do them for free ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-01-19, 10:19:54
Reply #13

Oltskul

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So, i like horizontal, but can i ask you?
Is it temporary icons or you want to use these?

It is until I can pay somebody to do better, or find somebody to do them for free ;)

or make public contest..
Corona is like some king of addictive game... "Just one... More... Render... Before... Then i will do something... Useful"

HALT!Ausnahmezeit

2013-01-19, 11:00:19
Reply #14

Ocram

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