7. April 2018 at 6:05 #14442
Can somebody start to rework on icons color & style ? to make it more consistent.
See below images, All general in cyan, Polyon in Teal, Nurbs in Green, and so on.
Note: I am not forcing to use below colors only but atleast same color for same task will make life much easier .
And please use flat color icon so that it will look goods on high DPI monitor also.
Thank you7. April 2018 at 6:27 #19492
Yes. That would be the next step of evolution i guess. We haven’t started the process to redesign the icons yet. The last two years of work was to add the icons at all.
Bforartists is open source, and “somebody” could be you. We are happy about every helping hand
In case you want to have a crack at it, the icon sheet can be found in the Bforartists repository. The blender_icons.svg with the single icons can be found in the release/datafiles/ path. You need Inkscape to modify the file. To add the changed icons into the software requires some further changes at the source code, and compiling it then. But this task could be done by somebody else.
Reiner7. April 2018 at 7:12 #19494
Ok, Thnx for reply. Will try to get in.7. April 2018 at 7:46 #19495
Great news. I will set your account to developer. But beware, we have over 1200 icons now
There’s a C file that defines and lists the available icons. And in Bforartist you can check the code of what icon is used. That way you can orient better in the icon sheet. I have separated the code to match the lines in the iconsheet.
The C file is UI_icons.c, and is located here: https://github.com/Bforartists/Bforartists/blob/master/source/blender/editors/include/UI_icons.h
For checking the code and to find out the name of the icon, switch to scripting layout, right click at a button, and choose Edit source. The text editor should open the code with this button and the used icon. And with this icon name you can find it in the sheet then. This method does just work with icons in the python code though …
I made the icons first with Gimp as bitmaps, and converted them to vector graphics when done. My collection of those bitmap files is a big mess though. Highly unorganized, i added folders when i had finished something. And i guess you want to redesign the one or another icon too. So i am not sure if it is of use for you.7. April 2018 at 13:12 #19498
Using RegEx & Python i cleaned UI_icons.c. See attach file & let me know if anything missing in list.7. April 2018 at 14:29 #19499
Nice one Muller. I think the colour coding on icon groups is a great idea.7. April 2018 at 15:51 #19505
Great. I hope it’s of use for you
Mh, as a side note, the matcap icons at the end of the file is nothing from the icon sheet. The icon sheet ends with the row 30 at line 1971
And there are placeholder lines. Everything inside of the #ifndef DEF_ICON_BLANK_SKIP does not exist. That’s an empty place10. October 2018 at 13:44 #20183
The new 2.8 Alpha 2 icons are monochromatic – typically with terrible contrast, margin and now with no aided colour coding. I think this thread for BFA is more relevant than ever.10. October 2018 at 15:51 #20184
Indeed. A bad choice. And a unfortunate trend that you can see more and more. In Krita and Gimp for example.
Now i just have to find out how they do the icons nowaday. Not this much luck with this at the moment …16. October 2018 at 16:17 #20185
The conversation on he icons is intense.
There also is a thread in Blender Artists that’s huge.17. October 2018 at 5:54 #20186
Yes. Highly controversal discussions over there. This is what happens when you follow a trend without to understand the underlying problem and solution. Monochromic icons works where they are super fat and just a few ones. A mobile phone for example. But they will not work in a UI with hundrets of icons.
It always baffles me how they manage not to manage it. It’s like they are simply not able to understand the problems when it comes to graphical UI. In this case the purpose of icons, how the human eye distinguish them, and why monochromic icons in this size is a very bad idea for most areas in the UI. They all look too similar then. And that’s what quite a few users already expressed. They have a hard time now with the new small icons. I have by the way already the same problem with the big icons in the tool shelf. A bit too similar in color and shape. The eye does not find an anchor here. But here they have at least a big size which makes it easier to distinguish.
I will use the old icons when merging and where available. They are ways not perfect, and are the opposite of the monochromic icons. A bit too coloured here and there. But they are much better to work with. And then let’s have a look how to continue. I have read that there is a patch at the way to allow user defined icons. But this is Blender, and so chances are big that this patch will never make it into trunk.
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