This has been on my mind for quite a long time. I hope you appreciate and give some comments.
Possibility for UI simplification #2 - Join the Bars!
Fusion 360 has three 'modes' or toolbars:
This is intended to help the user, so he can select what kind of work he'll be doing, and have the necessary tools available.
In Sim 360 the same system is used for progressing through levels of simulation setup and execution (and actually suits that thinking spot on).
With Fusion 360, only the first 2-3 entries change whereas the rest remains the same. I believe this is an indication that the current division of features is not optimal. Patching aside, people may use Fusion 360 jumping effortlessly between solid bodies and T-spline bodies - that is the whole #1 selling argument for the program! Why have different toolbars, then?
Also, the order is arguable (and seems to have changed in the course of the program development). Is Sculpt or Model the primary (default) mode? Depends on the user, and the use case.
Let's see if a better grouping is possible.
Here we have all the current menus, reorganized on a single bar. There are basically five logical groups here:
Surface toolsfor handling T-Spline surfaces
Sketch & Constructused for both surface and solid formation
Solid toolsfor handling solids and their joints
Image & Patchfor tuning models for better afterlife
Inspect & Selectgeneric tools
Here's a sample of another order of these groups:
And here's a third:
( Notice that the words 'Sculpt' and 'Model' are no longer being used. Granted, working with T-Splines is a lot like sculpting but it's an otherwise unused term in Fusion 360, whereas "T-Spline surfaces" and "Solid bodies" are there all the time. Also, isn't a T-Spline model a model, so why would "Model" refer to solid models, only.
We're trying to make the differentiation here based on one being a bendable, "sculptable" surface without thickness and therefore without physical material nor mass. Solid bodies have thickness, material and mass. )
Also menus should be changed.
In the surface creation menu, making a plane is unlike the other members of the upper group (which make 3-dimensional surfaces. It's very similar to the free-form 'create face' (and this should show in their naming, maybe?).
( btw, why would there be "Sculpt > Create > Create Face" in the current version? Why the double 'Create'? )
Call them "Plane (rectangle)" and "Plane (free form)".
I haven't used the T-Splines side much, but a few observations on these menus:
'Modify' menu is very long, but many of its lower entries are not even needed here. 'Material', 'move' and 'delete' can naturally be done via right-clicking (has anyone actually used them from here?).
'Enable Better Performance' and 'Display Mode' should be in the display settings menu (separate widget on the screen). Granted, these may only have to do with T-Spline bodies, but so what?
In general, I feel initiation of user/computer interactions (s.a. creation of new objects) can be in the menus. Changing the properties of existing elements should not (right click menus are for that). This leads to a lean, but discoverable user interface.
The 'Symmetry' menu seems to me to be overvalued by having its own main location on the Bar. Bring it down into submenu level - can always be tagged for easy access by the user. This would be a welcome shortening to the Bar pictures above.
The Solids menus will be pretty much as earlier, only the unnecessary (imho, as before) tail entries trimmed out.
Unique features in the current 'Patch > Create' and 'Patch > Modify' menus will be merged into a single 'Patch' menu (with the nice stitch icon).
I may have overlooked something essential here. I haven't used the Patch mode, either, but am in the faith that the Box..Loft entries behave exactly the same as in the Model menu. Do they?
Taking Sketch, Construct and Assembly next (unlike in the above Bar pictures); shows that the pleasant order of the icons should be tried out in practice.
This one is interesting.
Shouldn't 'Create Sketch' be the only thing one can do, when not being in Sketch mode? In such a case, there would be no submenu but the Bar icon would simply enter sketch mode.
Likewise, when being in Sketch mode, one can currently exit it easily (Ron wrote elsewhere that some functions exit the Sketch mode while others remain in it).
Here's the current Bar after pressing 'Create Sketch':
From a user's point of view, this raises questions.
- when would I want to change between Sculpt/Model/Patch mode, while creating a sketch?
- why can I start another sketch from within a sketch?
etc.
I would go as far as this. Have only the functions actually needed in Sketch mode visible in it.
Oops.
That means also the sketch tools themselves. Instead of making a lengthy mockup session I'll just turn the existing snipped-off-from-main-Bar menu on its side here (I also blurred to make sure no-one takes this literally). These would be made to look like real Bar items.
Wouldn't that be fun? And clear. A real Sketch Bar.
Construct menu can be as it is (there is at least one omissions in it I think - reported elsewhere).
'Image > Decal' should be part of the Surfaces / Solids editing features since it's not about fine adjustment but actually making the model.
( Patch menu is missing from here since it was already mentioned earlier. )
This would give us a new main bar s.a. this + a Sketch Bar when that feature is being used. More similar modes / bars can be introduced during the lifespan of Fusion 360.
The suggested change is visual only. No changes to any underlying features are suggested.
What do you others think of this?