A different UI approach for creating a new geometry based type in the launcher
The UI for creating geometry based types seems confusing to me.
When creating a new type it automatically puts the type into the scene. See video below.
I have a feeling a lot of users think this might be the instance, instead of the type, and go about modifying it, and then later ultimately find out it's not an instance.
(i think they usually find this out, after opening the .ifc again, and the type resets to the origin)
I would propose after creating a new type in the type launcher, that it just lists it as a new type in the type launcher, then the user has to 'add' an instance of that type in the scene before editing it.
This is also more consistent with the way material based types (horizontal layer types, vertical layer types, etc) are created.
Thoughts?


Comments
If the user naturally thinks they have an instance, maybe they should be given an instance.
yeah, that would work too.
Hmmhh, I am not sure if I want an (random) Instance - when I just create a Type (?)
I see IfcTypes as Blocks in CAD.
In CADs, Blocks/Cells/Symbols/.... are usually separated in a Block Library, not in the Drawing. You manage these in an extra Browser. Or if you select an Instance/Reference in the Drawing, you may get an option to edit the Block - which usually brings you into a kind of an external Edit Mode.
So when I prepare a Geometry in the Drawing, that I want change to a Block, I usually get asked if I optionally want to keep an Instance in place. Which I think is a good idea. Often I create a new Block in context and want to keep an Instance, sometimes not.
I think it is good when creating a new Type, to have it visible to examine and adapt it if necessary.
While adding Block Instances is usually by duplicating Block instances already in the drawing or from scratch by inserting from a general Block Browser or integrated browse options in Tools. How Bonsai also already works (?)
I think Bonsai does a similar behavior, translated to a 3D App environment (as also Cinema4D does).
Imported Blocks, here Types, are put into a Collection, set invisible, at the end of the Object Tree, mimicking the "external" Block Library.
AFAIR, when I created an IfcType, the Type Collection was switched to visible (or at least the Type was "isolated"), that I could see and further edit it (?), so kind of the Block Edit Mode. If I am ready adding/editing Types, I hide the Type Collection again.
Well, for the Type "Roof" example, which is mostly parametric and pre-constrained, it may or may not make more sense to offer a properties Panel to pre-set the values when creating the Type, than adding or showing the Type Geometry in the drawing (?)
Just a few thoughts.
How about then, it automatically pushes the new type to (0,0,0) and not where the 3d cursor is? (that's what a material based-type does).
That way, it's more of an obvious indication that it's a type. It resets to (0,0,0) anyway, once you open the .ifc anew.
I actually thought this is the current behaviour - when yo create a type, an invidible element is placed to 0,0,0. I just don't use 3d cursor that much, which is probably why I never noticed this.
Just a random thought, would it be possible to "change" the background colour/lighting when editing a Type and then back to normal background when editing Instances.
😊 so easy to type and not think of the implications and efforts required.
Thanks for all your developments.
The Bonsai developers remain impressive!!!
@theoryshaw
I am not sure I understand your issue, unless you have IfcTypeProduct "Hide" toggled in the Scene collection new types are not showing after creating them.
Or am I missing something?
thanks
I'm naughty and sometimes (no, a lot of times), use the outliner to turn on everything in 'My Project'.
.
I find it's faster than using
...
It seems the easiest answer is to just push a new type to (0,0,0) right out of the gate. Any objections?
@theoryshaw
I only use Outliner to directly select types, I feel so outdated now :))
?? what's that? I am not aware of this
I'm happy with the current UI, when you create a type its geometry quitely goes stealth mode to the World Origin.. what do you mean by that please?
this would still happen. That is if the following is 'off'...
I'm only proposing that the new type automatically goes to (0,0,0), not to the 3d cursor location. It currently goes to the 3d cursor location.
OK, I finally got it
sure, I agree 100%, the new type should go to World Origin 0,0 on creation, thanks