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  • Published 17 Apr 2023

Inbuilt simple HTML viewer.

This idea is basically a simple browser that shows pages from help documentation depending on context or a drop down menu.

Creators of plugins can also write included .html files that can be linked to.

html.png

Other features could be a forward and back button and a bookmarks section. different plugin related html files could automatically be listed here. The current pop-out N menu would be perfect for this. (N for navigation menu)

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Development Status: Open

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forsyth1984
17 Apr 2023

11 Comments

blenderhacker

I don't think it makes much sense. It is better to open the browser directly to view the relevant documents (web pages, pdfs, etc.) in a new window;

If you want that kind of quick help, you should add something like the old Windows dialog box "What is it?" Context menu. That displays a small infobox (similar to a preview of what you see when you hover over a link in Wikipedia) showing brief help information. Then we can add a "See more" button below the message box and click to display the full content in the browser.

Clip_20230420_112819.png

forsyth1984 Author

the trouble with this is the fact it opens up a browser. The browser can't be displayed on a single screen computer without taking up too much screen real-estate. the small tooltips are great and i'd love that, but not enough information. that's why I am advocating for a modern revamp of the help system. With the ability for plugin authors to include there own pages. Also if the markup language was standardised, I am sure more people would stick with blender.

If you see the posts below I agree that the initial idea should move away from html towards blenders own markup language. This means there's no constraints on what this could be used for in the future.

For example a Blender Markup Language file could import a specific screenshot from the Asset Browser and include the name of a Specific object in a scene. Also reference a feature that when clicked on you could navigate to automatically. or it could be highlighted.

blenderhacker

Markdown like or RTF like? It may more useful than create a new mark language. Many desktop system has the RichTextBox already. I think we could add them to blender easily (all right there has many free and open Rich TextFormat edit object over the world could used by us)' :) '

1
forsyth1984 Author

Anything to get the job done.

jeroenbakker

The challenge with this proposal is how far will this go. Eg HTML only is not enough, you would also want CSS and perhaps need JS, and why not Web assembly. This will open up possibilities to track user and connect to the internet without user knowledge and Blender crashing due to uncontrolled code. Both are no-go areas in Blender development as it isn't possible to protect our users and their data.

Opening an URL in an external application (which is already possible) alert the user that the content isn't stored locally. Using an OS controlled browser component inside Blender also has limitation as who would be responsible for the security (Blender or add-on developer or operating system or browser or user).

I do understand a need for it but using HTML might be very problematic and might not be something that the developer community want to add to their responsibilities as that requires a different organization.

Other markup languages might be more suitable. But still the value is very limited to have a dedicated space for this. In case of your example as add-ons aren't possible to interact with editors/dividers the user requires to do steps in order to view the editor in the way you're describing. This is not a limitation but a strict rules as when we allow this multiple add-ons will fight for the best location on the screen and users will loose.

testure

I don't necessarily disagree with anything you said- but would point out that most of these things are solved problems, IE) it's possible to configure chromium (and any other modern renderer) to disallow cross-origin communication. I do understand the benefit of 'throwing it over the fence' and letting the user's browser deal with it though.

forsyth1984 Author

After reading this I totally agree HTML isn't the way forward for this Idea. Maybe Blenders own Markup Language is what's needed.

For example a Blender Markup Language file could import a specific screenshot from the Asset Browser and include the name of a Specific object in a scene. Also reference a feature that when clicked on you could navigate to automatically. or it could be highlighted with a on screen circle.

As for Developers adding to thier responsibility; I agree. Saying that though, some people love helping by doing the tasks the Dev's don't want to do. Someone will always want to write a tutorial. Plus, this can always be optional.

Also I am sure people would be encouraged to write for the project by entering competitions to win a signed T-Shirt or something! (aka; pick an obscure feature and explain how each it is used to win an exclusive right click select badge)

All that I really want from this is a honest discussion on how help can be improved. External help sites are old fashioned and internal interactive help would encourage more users to keep using blender after downloading it (I have been using blender on and off since 2000.). The same would apply to Plugins. If the framework for a modern internal help system was made, more people would learn the software. the same goes for the BlenderCam project.

thorn

How is the browser application that's already on the computer insufficient?

testure

I know that OP specifically proposed a browser spacetype (which I agree has questionable value at best), but I'd go a step further and say that it would be infinitely more useful as a generic window type like a menu or panel. Specifically, I could see it being very useful for rich tooltips- imagine hovering over a button and hitting F1 (or whatever) and a little floating window with the documentation for that specific button appeared (similar to how ZBrush does tooltips). I would find it obnoxious as a 'default', but for new users it would be a very popular feature- especially if addons started adopting it (complex stuff like hard ops, meshmachin3, etc)

forsyth1984 Author

Exactly, I use BlenderCAM and it's very complex. It does so much we were considering included text files to guide new users around the BlenderCAM interface (to learn offline), but this seems like more harm than help (images are needed too). It would be much better if it could somehow link to a context sensitive help system or a link to a web-page type internal document in an inbuilt browser. tool tips simply don't contain enough information and switching between a browser and blender is starting to feel old fashioned to me.

It doesn't have to be HTML but, some markup language that enables users to write manuals, take notes and link to other pages would be massively useful.

the prerequisites I would require are;

  1. Text based Markup Language editable in existing text editor

in hindsight HTML probably isn't the best. I now suggest blenders own markup language (BlendML) if it makes it easier. 2) own window type so you can have the page permanently open. 3) editable colours for text and background (like a webpage) 4) ability to add images (this could use internal images only or reference a PluginName_help.blend file ) 5) Link-able from UI 6) optional (blender opens help or says "help not available for this plugin"

it could work if a plugin came with a .blend help file with the suffex "_help" as the way blender gets the information. aka. PluginName_help.blend

forsyth1984 Author
  1. the browser doesn't have the ability to interact with blender.
  2. the browser is insecure aka. online help can be hacked easier. it also costs more money to upkeep.
  3. can't be accessed offline without prior forethought
  4. a browser takes up too much screen real-estate, compared to internal window when viewed together.
  5. External help is outdated.
  6. A pretty internal help would encourage more people to use blender (or a plugin) and stick with it.