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dingus | 6 years ago
I suspect adoption will grow considerably. The previous interface conventions were unusual and clumsy, and were the primary barrier for those curious about switching packages.
I switched to Blender after using the beta for several months. I have put thousands of dollars into licenses for Modo and Maya over the years. I would much rather put that into Blender donations, now that I can actually use it. The things a good user interface team can do.
bogwog|6 years ago
Unusual, sure. Clumsy? not at all. It was extremely efficient and hyper-organized. The real problem was that it was different, and people just don't like change.
This new interface is great because it's easy to use for Maya/Max people, and it's still similar-enough to the 2.7 era so as not to alienate long-time users.
knolan|6 years ago
I'd also go so far as to say that the 2.80 UI overhaul has slowed me down a bit. Things that were a single key stroke away are now an extra one or two. Menu items have been renamed and rearranged (often for the better) but now I have to go hunt for them and relearn them. If these help Blender become more popular, then that pain is worth it.
Bravo to the Blender team!
thanhhaimai|6 years ago
Every action I take, I can no longer be confident about my "guess" of what it will do. It's like the door handle problem, where you see a strange unlabeled handle and are not sure that you need to push or pull to open the door. Then you tried to push, since that's the convention for all the door in this building space. The door doesn't open. Then you tried to pull, and it works. Maybe pulling to open the door is better than the normal convention, but sometimes it's not worth it to sacrifice consistency.
I think the new changes are for the better :).
zamalek|6 years ago
You cannot explore it, and that's the problem. RTFM is required.
> it's easy to use for Maya/Max
When I was 14, with not prior 3D software experience, I first attempted to use Blender (it's free!). After maybe 20 minutes I gave up trying to add a sphere to the scene. I figured out the Max interface in less than a minute.
Change aversion is a factor, but it also alienated complete newbies.
doctorpangloss|6 years ago
When it comes to user experience, blaming the user is the worst sword to fall on.
echelon|6 years ago
It was clunky, kind of like Gimp's UI, and felt like a remnant of the 90's. Usable, sure. Aesthetically pleasant? Absolutely not. Our tools should feel nice.
Major kudos to Blender on this.
egypturnash|6 years ago
unknown|6 years ago
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neya|6 years ago
And so, I started investing time into Blender. I started out with something as simple as modeling a speaker box. It was such a joy. Still, it's not perfect. The camera movement is really terrible in comparison with 3ds Max. You can't create a camera from your current viewport view so easily like on Max and to manoeuvre the camera is such a pain in the ass. Still, it makes up for that in modeling. I'm enjoying 3d now again and even building a new rig to support my renders.
Well done Blender team. Thanks for the 2.80.
tinus_hn|6 years ago
It won’t create a new camera but this shortcut moves the camera to show the current view.
This still is in the documentation but I haven’t checked if the key is still the same in 2.80.
bkor|6 years ago
auto|6 years ago
I've never realized I needed something so badly that Blender didn't have as I do now.
sam_bristow|6 years ago
Other Free Software projects quite often get stuck in a UX rut and resist any efforts to improve or change.
keyle|6 years ago
indolering|6 years ago