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Armory layout/startup file

Open knowledgenude opened this issue 4 years ago • 5 comments

When Armory add-on is enabled for the first time, a message like: "Armory was successfully enabled. Would you like to use Armory custom layout?" appear to the user.

The reason for this, is that Blender layout was designed for modelling and other stuffs: Screenshot_20200830_143234

This way, Armory will have its own layout, focused in what is important to the engine. If the user wants to model something to use inside Armory, he can switch between the layouts. Maybe the layout can be inspired in others engines or even more handy.

Another thing that i think is possible is to have a custom startup file, with better camera FOV, illumination, world, with the basics of a start point.

The layout can be discussed and handy for new users (and the ones that never used Blender). Custom shortcuts and themes are also welcome, everything that can improve the first impression and keep Armory independent from Blender changes.

Blender is poor for level design, it is impossible to navigate in big scenes, at least with the default settings. Maybe there is some settings that can improve this. And there is a 'first person' navigation mechanic that many users don't even know that could be good for Armory purpose but have weird controls.

I see that Armory try to fit into Blender, but i think that the correct way is to make Blender fit into Armory, because Armory purpose is different from Blender purpose. Like this settings:

FOV should be the default: fov

To easily snap objects: magnet

knowledgenude avatar Aug 30 '20 18:08 knowledgenude

Small approach: armory_startup.zip

screenshot1

I try to mimic Godot/Blender/Unreal and improve what Blender allows like:

Set Camera to use FOV instead of mm (this need to be done for each camera created, then is better just duplicate the existent camera for now).

  • Random object colours for Solid shading (allow to detect if objects are z-fighting)

  • Random object colours for Wireframe shading (no more confuse black wireframes, but unfortunately i don't see any option for emptys/cameras/lights)

  • Backface culling enabled in Solid shading

  • I try to reduce the difference between Armory rendering and Eevee rendering color management, it was improved a bit.

  • Scene resolution now in 50% to avoid unnecessary GPU consumption during tests

  • Debug enabled as default

  • SSAO off / FXAA on (users that don't know about post-processing can be affected with low performance in the first contact with Armory and the ones who know what is it will be able to enable/disable how they want.)

  • Armory UI options above Blender options (each position is based on usability level). There is some changes here that i can't made, like moving properties tabe above the checkboxes, as they are took too much space and are less used:

screenshot1

  • Physics enabled objects, a small logic/property example, Sky Texture enabled, sun lamp instead of heavy point lamp. Everything can be easily deleted separately

  • Small settings that can be usefully enabled: all filters enabled in Outliner and Snap objects enabled.

Other things i think should be cool but i can't do is:

  • Display attached traits (any type) inside the Outliner and remove them from the Properties window.

  • Enable right click to edit them. For example, if the trait is a logic node, a new instance of Blender is open in full screen with node editor. Same as for shader editor, etc. But probably this is not possible to do, as i never see any add-on doing this.

  • Limit the Properties window to display only things related to object, like i physics, material, mesh, etc. This will avoid the user being confused between the tabs

  • When Armory is enabled, new materials uses Armory surface, new cameras uses FOV.

  • Button in the 3d view to enable View > Navigation > Walk Navigation. This will be a solution for level design. Instead of start player, use FPS controller inside Blender in any viewport shading.

Good news is that Blender provide amazing layouts for each task needed :)

knowledgenude avatar Sep 03 '20 17:09 knowledgenude

Hi,

that's a very good idea! There is a feature of Blender called Application Templates that would make this possible without overriding the user's default file.

A few comments:

  • The change to FOV is very good but I wouldn't set it to 120, it's a bit extreme^^
  • Snapping is great sometimes but I'm not sure if it helps if it is activated by default. For beginners this might be a bit confusing when they don't know how to turn it off. There are many cases where snapping isn't wanted, so I personally wouldn't turn it on by default.
  • Also, something with the color management is very off in your file, it has much more contrast than Eevee.
  • I wouldn't add extra objects to the scene, most of the time they are just deleted right after opening a new file :)
  • Having sky and a sun lamp by default is great!
  • I didn't know that it was possible to stick the properties panel to the current context, that's awesome. But 3 properties panels might be a bit too much, it might happen very fast that people just use a random panel of those three to do something and it all gets chaotic (that's just my personal opinion and I agree with you that it can pe painful to always switch between the different property "pages")
  • Regarding the other points: they're great!

MoritzBrueckner avatar Sep 04 '20 15:09 MoritzBrueckner

About the wrong color managment, i think is because i do it in 2.9 version. I will wait for Armory using the last version of Blender and redo it.

The FOV is really high to cover the entire scene. Thinking in the usability is good but can cause weirdness to the users. Next time i put more natural values. Thanks for the tip.

I confirm that three properties tab are causing confusion. If there is some way to limit what tab appear in the list would be great. It is more to hide unsupported features of Blender and keep Armory's one and supported features in top. Let's leave only a scene fixed here and one complete for objects. What you guys think? The focus is only to avoid extra clicks.

A clear scene is really the best for a start point (as Godot is like that). I just leaved it to the user have a first taste of Armory physics, logic, etc. But why i am leaving something that annoys even me? Let's leave it clear. Thanks :+1

Then snap will be not used by default. Anyway he is just centimetters above the 3d view, very handy.

knowledgenude avatar Sep 04 '20 15:09 knowledgenude

I confirm that three properties tab are causing confusion. If there is some way to limit what tab appear in the list would be great.

You can drag the side bar with the tabs away to the side to hide them, that could work.

Let's leave only a scene fixed here and one complete for objects. What you guys think? The focus is only to avoid extra clicks.

Sounds good :)

MoritzBrueckner avatar Sep 04 '20 18:09 MoritzBrueckner

This could be of interest as well: https://github.com/tong/armory-blender-app-template

MoritzBrueckner avatar Jun 09 '21 15:06 MoritzBrueckner