Levels of complexity in the interface as it happens in GameMaker
I think one of the brightest things that could happen in the Blender interface is something similar to what GameMaker has or had. That is, levels of complexity for the interface, based on the user level and the area of ββthe program that it will use. This is something like: 0 (introducing to Blender), 1 (beginner), 2 (intermediate), 3 (advanced), 4 (professional), 5 (presets, assets, generators, factories, labs, etc).
Anyway, let's say a beginner. It may not require certain functions or certain areas of the program, such as the Python area. I imagine this is perfect for more complex areas such as particle, softbody, and other simulations, the nodes part, the addition of objects, sculpting mode elements like certain brushes and various functions, and so on. This way you will grow with the need of the program. And at a full 100% level of the interface you would still have at your disposal a series of pre-made things, or that would speed up the creation and development of something. Even the theme and icons could change. The way to communicate with the user ... the possibilities are numerous. And if you wanted to use only the paint area, or the drawing area, you could eliminate the rest of the program, making it lighter and simpler. Maybe even in the installation. The same goes for areas like: video editing, FX video, sculpture, 3D animation and special effects, render ...
3 Comments
Sounds like you're talking about the Blender 101 Project
* @ammusionist * Yes, it's very similar to that. Nor was he aware of it.
Personally, I don't want levels of complexity. It complicates learning, complicates development, and actually makes things more difficult to understand ("I want to do X." "I'm sorry, you can only change that setting in Advanced mode."). If anything, I'd much prefer workspaces with interfaces built for focusing on a particular task.