Well, to be fair, I'm not sure there's such a thing as a 'basic' UI, not in 2014... hehe...Rork wrote: Yes, the whole juggling of UI's is aggravating at times. I just don't understand why a basic UI is such a hard thing for Modo. The UI's atm forces you into a 'step for step' workflow, where you finish one thing, and go on with the next one.
We all know that just doesn't work, as one tends to be all over the place while working.
A small tweak on the model while animating, arr... go back to Modoeling.. Now scrub the timel...... crap, back to the animation UI. Rinse and repeat.... ;-)
rob
But the segregation of tools into disparate layouts strikes me as a product of Modo's legacy as something that started out much simpler, but had an architecture that supported expansion. As things like Rendering, Painting, or Animation came online, they were grouped together in dedicated layouts. I think there may also be an element of Luxology's perception of how people work, wanting to focus on specific similar tasks at once. Just speculating here. In reality, it's a little of both isn't it? People do need to work on similar tasks, but they also need to access other seemingly unrelated tools on the fly. Fortunately, Modo's UI is so ridiculously flexible that you create some really powerful layouts, override shortcuts for specific layouts only, and even mouse button functionality if you like. It's so flexible in fact that you find yourself spending way more time in the design stages, trying to find what works best.
Modo really needs a more wholistic layout, and I'm planning on delving back into that.