Hi folks, I've already filed a request to be able to edit nodes of multiple objects. The reasoning behind this is that I constantly change shape of a drawing and that mostly consist of multiple overlaid objects so all of those need to be changed (currently one by one). I do, however like the way Inkscape restricts node selection within an object too.
So I think the following behaviour would work best -- you could only select from the shown nodes as it is now. But apart from working on a single object, Inkscape would also allow to select multiple objects first, then change to node editing and have nodes from all selected objects selectable.
Does that make sense? If we had a nice floating dock of the object tree, an object locking mechanism may be just as effective (lock uninteresting objects first, node select working on all objects). But we don't ;)
On Thu, 03 Feb 2005 12:20:29 +0100, Jakub Steiner <jimmac@...659...> wrote:
Hi folks, I've already filed a request to be able to edit nodes of multiple objects. The reasoning behind this is that I constantly change shape of a drawing and that mostly consist of multiple overlaid objects so all of those need to be changed (currently one by one). I do, however like the way Inkscape restricts node selection within an object too.
Just a few ideas:
- if the objects do not overlap but share the same fill/stroke, you can combine them, and they will become one object.
- if the objects have different fill/stroke but exactly the same shape, it is possible to use clones, so you change one master shape and the others are automatically reshaped to match. Unfortunately this is not yet supported by the UI (currently the fill&stroke dialog will refuse to change the fill of a clone), but I was going to work on that after 0.41 is out.
So I think the following behaviour would work best -- you could only select from the shown nodes as it is now. But apart from working on a single object, Inkscape would also allow to select multiple objects first, then change to node editing and have nodes from all selected objects selectable.
This is possible, but not easy. The node editor code is old and convoluted, and the idea that only one object is being edited at a time is too deeply embedded in too many places. So I would not say that implementing this is very likely in short term, unless we find someone willing to rewrite the messy nodepath.cpp so it's more modern and robust.
On Thu, 2005-02-03 at 08:09 -0400, bulia byak wrote:
On Thu, 03 Feb 2005 12:20:29 +0100, Jakub Steiner <jimmac@...659...> wrote:
Hi folks, I've already filed a request to be able to edit nodes of multiple objects. The reasoning behind this is that I constantly change shape of a drawing and that mostly consist of multiple overlaid objects so all of those need to be changed (currently one by one). I do, however like the way Inkscape restricts node selection within an object too.
Just a few ideas:
- if the objects do not overlap but share the same fill/stroke, you
can combine them, and they will become one object.
Yes, I'm aware of this, since this is the only sane way currently to do gradients across multiple objects.
- if the objects have different fill/stroke but exactly the same
shape, it is possible to use clones, so you change one master shape and the others are automatically reshaped to match. Unfortunately this is not yet supported by the UI (currently the fill&stroke dialog will refuse to change the fill of a clone), but I was going to work on that after 0.41 is out.
Thanks for these tips, but I hope you realize this is scratching your head with your foot :) Most of the time I don't trace a perfect shape. I play around with it to see "the one". It's an iterative process and not having freedom to experiment with shapes makes it hard. I'll probably record my inkscape sessions so you see me stumbling into this all the time.
This is possible, but not easy. The node editor code is old and convoluted, and the idea that only one object is being edited at a time is too deeply embedded in too many places. So I would not say that implementing this is very likely in short term, unless we find someone willing to rewrite the messy nodepath.cpp so it's more modern and robust.
Just to give you a hint for priorities, node editing remains the key functionality of a vector illustration app...
cheers
On Thu, 03 Feb 2005 13:23:08 +0100, Jakub Steiner <jimmac@...659...> wrote:
- if the objects do not overlap but share the same fill/stroke, you
can combine them, and they will become one object.
Yes, I'm aware of this, since this is the only sane way currently to do gradients across multiple objects.
I know, and I'm going to adress this too. Gradients will be editable on canvas, which was my goal since the beginning. Real Soon Now.
Thanks for these tips, but I hope you realize this is scratching your head with your foot :) Most of the time I don't trace a perfect shape. I play around with it to see "the one". It's an iterative process and not having freedom to experiment with shapes makes it hard. I'll probably record my inkscape sessions so you see me stumbling into this all the time.
Thanks, that would be nice - btw I enjoyed your "boolean scales" movie in the bug :)
However, I don't see what's so unnatural with using clones for objects of the same shape. It's totally interactive and actually a lot of fun. And when I make it possible to have clones with different fill/stroke, it will be even more useful.
Just to give you a hint for priorities, node editing remains the key functionality of a vector illustration app...
There were tons of arguments on this list about what is the key, and what's more key, and what's the keyest of all :) I'm not disagreeing with you, just trying to explain what is involved. Out of two key things, the one which is easier to implement usually gets implemented first.
On Thu, 2005-02-03 at 08:36 -0400, bulia byak wrote:
I know, and I'm going to adress this too. Gradients will be editable on canvas, which was my goal since the beginning. Real Soon Now.
That's great to hear. Can't wait to see it happen :)
There were tons of arguments on this list about what is the key, and what's more key, and what's the keyest of all :) I'm not disagreeing with you, just trying to explain what is involved. Out of two key things, the one which is easier to implement usually gets implemented first.
Heh, true. Gradients are also keyest of all ;)
cheers mate
On Thu, Feb 03, 2005 at 08:09:08AM -0400, bulia byak wrote:
This is possible, but not easy. The node editor code is old and convoluted, and the idea that only one object is being edited at a time is too deeply embedded in too many places. So I would not say that implementing this is very likely in short term, unless we find someone willing to rewrite the messy nodepath.cpp so it's more modern and robust.
Of all the bugs in the tracker, the knot-related bugs are starting to climb in irritation for me. Now that theming and locales satisfy me, the sad state of the knot handlers is beginning get my attention. I've looked it over a number of times, and it is scary to say the least.
participants (3)
-
bulia byak
-
Jakub Steiner
-
Kees Cook