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Ian Lamont's picture
Ian Lamont

The Digital Media Machine

When open-source GUIs attack: The Blender example

TDT 3D has put together a comparison of six 3D modeling tools. I am not going to get too deeply into the finer points of the products and what the TDT 3D reviewer thought of them, but many readers got quite worked up about one of the tools, Blender 3D 2.45.

What was the problem? Certainly not the price. Blender is a free, open-source tool that is compatible with all major desktop operating systems and even a few relatively obscure OSes -- Solaris, FreeBSD, and Irix. The features also got high marks. The reviewer gave Blender props for UV tools (a 3D texture-mapping technique) and fluid simulation, among others.

No, what really rubbed readers the wrong way was the interface. I quote from the Slashdot thread that references the article, "Blender Compared To the Major 3D Applications":

l0ungeb0y: It's the UI that kills it

I've always thought Blender to be a solid but completely useless application because for whatever reason, the developers created the most heinous god aweful UI known to man. It's a freakin eyebleeding headache that leaves one happily shelling out the hundreds or thousands of Dollars for a modelor with a usable GUI.

It's a shame. Because Blender could be a contender, but since the developers live in their own little world with the attitidude that their app is made for a "certain group of people and not everyone", the application is basically a sick joke.

paganizer: Re: It's the UI that makes it

I tried. I really, really tried. I grabbed the tutorials, FAQ's. I bought "The Official Blender guide". I even had a "Blender Guru" come on to my system in VNC to walk me through the (allegedly) simple process of opening a file, applying textures, and exporting using the plugin. it took 3 flipping hours.

Blender may be a great engine. But the interface is a crime against logic, nature and makes me revise my opinion on whether or not true Evil exists.

Naturally, there are more than a few supporters who think that Blender is a super tool for 3D modeling, and can actually be quite quick -- that is, once you "get past the need to learn special keys and modes and such."

To give you an idea of what the Blender UI looks like, check out the following YouTube tutorial:


Clearly, knowing keyboard shortcuts, palettes, and expanding right-clickable menus are crucial to operating the tool.

But isn't this what we've come to expect from the open-source community -- interesting software, awesome features, a price that can't be beat, and a user experience that's about as pleasant and intuitive as filling out a tax return? Linux is well-known in this regard -- the geeky, DIY/CLI experience of many distros is actually seen as an asset by users who are turned off by Microsoft and the dumbed-down Windows GUI. I see a similar problem in Audacity, an open-source audio editor that I use to record and edit Computerworld podcasts. Audacity is free and it does the job, but there is a steep learning curve involved, and many functions have been poorly integrated into the interface.

I'm not alone. One Slashdot reader, responding to the Blender thread, says that open-source programmers are great at what they do, except when it comes to the UI. What are the reasons? "Jellomizer" points to five factors:

  1. Some developers are students and professors, and this group is always thinking of new ways to approach problems -- even if the public at large would rather stick with the status quo
  2. There is no financial motivation to improve the user experience
  3. Attitude issues among developers: Don't like the interface? Then RTFM or don't use it -- it's not my problem!
  4. Limited experience with UI design, and a tendency to overlook interface glitches because they are so used to working with the system.
  5. No pointy headed bosses cracking the whip over developers' heads to deal with "boring" UI issues.

On the other hand, there are open-source software products that have done a great job with the user interface. Firefox springs to mind, and several Computerworld bloggers have sung the praises of the Ubuntu and Kubuntu flavors of Linux.

It must also be noted that many commercial products have terrible user interfaces. Microsoft Word is the top offender in my book. Lotus Notes is a close second, followed by practically every Adobe software product I've ever used. And don't forget Second Life -- in my opinion, Second Life's clunky UI is one of the main reasons why a large percentage of new residents give up on the virtual world.

But at least the commercial software market has many great examples of good user interfaces that minimize frustration and enable people to more effectively use them. The UIs for the Mac OS X operating system, desktop software applications like iPhoto, and portable electronics such as the iPhone have helped turn around Apple's fortunes. Google also takes pains to develop user-friendly interfaces, from its search engine functionality to Google Maps. The results may not please some hard-core users who revel in obscure features and tweaks, but for most people they are more than adequate and have helped propel both companies into positions of leadership.

In Google's case, the attention shown to interface design has helped marginalize scores of commercial and open-source competitors over the years. Google is in fact moving in on Blender's territory, with its recent work on SketchUp and moves to position itself for the 3D Web. The Blender community may not regard SketchUp as a threat now, but if enough new users prefer the interface of the Google offering, and SketchUp boosts its functionality, Blender and other 3D modeling tools may be forced to clean up their own UIs in order to compete.

Update: After publishing this blog entry, I was contacted by Tom Musgrove, a member of the Blender developer community to discuss some of the issues brought up in my post and the comment thread. He kindly agreed to an email interview (Q&A: Tom Musgrove Discusses Blender Development), and also helped gather some images for a gallery of Blender-generated art and UI screenshots.

Related News and Discussion:

What People Are Saying

well, it's different

Blender is flexible enough that I used it to write a website from start to finish... Including html, css, and python CLI code (it has an alright text editor) and all the images. Rounded edges were cake and 2.5d web graphics were obviously not too hard to figure out ;-). Blender is so flexible it has become a swiss army knife.

Yes, I think most people

Yes, I think most people agree that the UI in Blender is horrible. I haven't yet found the undo/redo button for example. But I guess this is what you get then some geeks create a problem.
It is cheaper to buy a descent modeling program like 3ds Max instead of wasting hours to learn Blender.

I beg to disagree

Blender is professional software and extremely flexible - and to achieve both of these features, GUI suffers a bit.

I agree that when I first started using Blender, I could not stand User Interface, but a week later after I studied Blender approximately 5-10 minutes every evening, I finally got hang of it.

Blender's GUI is very adjustable, you can tune it to your every need and you can adjust layout however you see fit. I used to be heavy 3DS Max user, but after using Blender for about a year - I would not go back to 3D max. Blender is much more faster and as someone already said - its a tool that stretches to many purposes.

I say - give Blender GUI a second chance, it's not that bad as it seems.

In Blender, as in any software around you can UNDO with ctrl + z. If you are using Mac, it's CMD + z.

I'm a blender user , it took

I'm a blender user , it took me almost 3 years to learn most of the 3D world concepts (there's a lot of stuff in it).
And i don't understand why people cry so much about the blender way of doing things , which is far more logical than what i've tested till here .

here's the hotkey-map (please if you have to learn/teach blender , share the link):
http://wiki.blender.org/index.php/Reference/Hotkey_Map

----------------------------------------------------

""Second Life's clunky UI is one of the main reasons why a large percentage of new residents give up on the virtual world.""

Muahahahahaha , that's really funny , i've tried this "game" , and it's really not the UI that made me stop "playing" it !
I've stop playing it cause it's boring like hell !!!

Anyway peace :).

LOL@PPL having a hard time.

I'm now a blender user for a week, and I've created a photorealistic laptop with sub-div's. Now I'm very blessed with an ability to learn quickly, but the blender UI isnt AWFUL. Yes I had a hard time the first couple of days but I just hit google with whatever I needed to know and I found out instantly. My background is in Maya and though I admit the maya interface is probably the best one I've seen in combination with performance and tool sets/ability, blender actually rivals some of Maya's functions for example in modelling subdiv survaces. In maya you have to keep adding poly's the the object to refine an edge, cranking up the munch on resources for that one model whereas in belnder you can simple SHIFT+E and drag your mouse to refine edges on a subdiv without adding any resolution to the model. There's tons of nice little perks like this that just murder Maya's functionality in ease. I think most of the complainers here have absolutely no background in 3D.

Blender's biggest issues

I learned about the 3d world on blender too :), but while blender may have the same functionality of maya and 3dsmax.

It's biggest problem:
is that it's interface has a slightly steeper learning curve, might have something to do with it attempting to be a game engine as well as model generator.
Second biggest problem:
is that both Maya and 3dsMax have very similar styles to the point that if you know one you can easily figure out the other, it's kinda like the difference between mac and pc, and linux, but fortunately for the broke and misdirected student it is actually standardized. It did start as proprietary software.

Blender is on a different beat then the rest of the software it's true, but it keeps pace all the same.
I have heard a large number tell me to RTFM for Maya too. If you don't like it don't use it.

Far Easier?

Man, have you used anything else?

Blender's biggest UI Issues are as follows:

1. Obviously, nobody on the team has ever read the Apple Human User Interface Design Guidelines, which, agnostic to platform, applies to all aspects of UI design.
2. You cannot abbreviate 95% of an interface where 95% of the words are technical jargon consisting of 5-10 syllables and weird words like "Blobbies" or "Nonlinear Deformer".
3. COLOR CODING PLEASE!? Icons? Oh, who needs those? That's so Xerox PARC. So n00b.
4. Overmixing of UI types, under-implementation of native UI components in modern operating systems. See Hypergraph in Maya. Uses an OS window to house a custom node-based UI.
5. Palette's are not NODES or PANES. NO THEY'RE NOT. THEY'RE SUB-WINDOWS. They FLOAT.
6. Stop forcing me to use keys and gestures. Those are commands for those who are familiar with the app. Maya doesn't force anyone to use the hotbox, but you damn well better be if you're seasoned.
7. Labeling of many commands is devoid of context and grammar. "Do Sequence".... !!??!?!?!??
8. Users get used to finding things in consistent places, which sucks when EVERY WINDOW CAN BE ANYTHING. Unity3D does this crap too. I hate that $#!+.
9. Please for the love of God, us native OS-level UI elements. Jesus.
10. Program sucks on multiple displays.
11. Just for good measure.... all that custom UI work, and the bastard is a still a friggin eye-sore. Using that program is like a taste of Purgatory.

I downloaded Blender several

I downloaded Blender several months ago, because I thought it would be cool to make some CGI. When I first opened the program, I had no idea what to do.

I just saw a square, and nothing looked 3D. I tried clicking and dragging, maybe to try get a different perspective or draw, but it was just not working.

This program has a much different GUI than, say, Inkscape (and yes, I know they have totally different functions). Inkscape let me get to work right away; it was intuitive enough for that, even though I did read tutorials to get a better grip on it. However, this program has a completely different outlook on drawing.

It wasn't until I found a Wikibook (which says, of all things, that I'd wish all programs had this GUI) to tell me how to use the program. Okay, so now that I went through about a third of the Wikibook, I can use the program to change perspective, add new objects, render images, and maybe even add texture.

However, it still is hard to remember where options are located or what shortcuts to memorize, or what different parts of the program I have to access to make an object. And I must admit, the total gray of the GUI is a big turn off, and it isn't easy for me to make another color scheme. Inkscape, GIMP, Photoshop, whatever, have more white backgrounds, more colorful buttons, all of which you'd expect in a CGI (or any) program. (Yes, I know, gray is common among these programs, but it doesn't mean the other programs are right, either.)

I'm sure that anyone who has gotten used to the Blender GUI is comfortable with it and can't see what is wrong with it. However, I believe that the original reviewer has a valid point, that being if only the developers would stand back from the core functionality of the program for a while and really think what would be best and most intuitive for a new user and what would be easiest to remember how to use, Blender would probably attract and build a much larger user base. I personally will probably just try to learn the program until it becomes second-nature, but to be honest, I deleted the program after I first installed it without being able to figure out how to do anything by simply playing around with it. And figuring out programs quickly by just playing around with them is something I do VERY well. I only got the program back with the hope from the Wikibook.

I would like to say one more thing, though. I've never used other 3D CGI software, but I read that someone working on Spiderman 2 learned much from working in Blender, and he said that when he had to switch to LightWave 3D, that program had a very similar GUI and he didn't need much time to get used to it because of that. But that still doesn't mean Blender can knock out the competition with a new GUI.

Come on. The point is, this

Come on. The point is, this is how Blender is perceived. Right or wrong, it is. We all know that Blender is lightning fast and dominates all other apps in speed once you get to know it, but like it or not, it takes a long time to get to know, and moreover, it looks down right intimidating to anyone who has never seen it before. Oh well, I can't wait for the huge uproar when Blender 3 comes out with a new UI.

Matt, if Blender 3 comes out

Matt, if Blender 3 comes out with a totally new UI, something that makes it so everything you need is just easily accessible, better previews with live-color, less GRAY, it would sure be far better than the way it is now; it is very confusing for first-timers. I just hope that is a goal for the next version.