I didn't consider this, you make a very good point. Perhaps a layered collapsing system would work best. A system where the main Tabs (style, layers, actions) have smaller collapsing options within them (effects, swatches, etc). The point of all of this is that they consolidate the windows and conserve vertical space while simultaneously giving the animator greater access to precious canvas space. An idea that I think everyone can appreciate.heyvern wrote: I do have an issue though with changing the style effects "choice" to radio buttons. It doesn't allow you to see if there are two styles applied to a shape. You only see the one that is selected. It also makes it more difficult to access both styles.
I would prefer something similar to Photoshop. A collapsing effects display. You can leave it open if you want even though it takes up space, or close it. When open both styles are visible. You still have ONE extra click to see both styles but with that one extra click you can SEE and access BOTH styles at the same time. With the radio buttons you would have an extra click to see and access both styles. It seems a small issue but this could get quite bothersome. I really need to see both styles at the same time, especially if I am clicking multiple shapes one after the other to quickly determine the styles or effects used. I don't want to have to stop, click the two radio buttons etc.

I completely agree, there is so much room in the tool shelf that they could make all tools available at all times. I actually read some material about building User Interfaces for game designers and one of the concepts that kept being brought up was the idea of muscle memory and reflexes. When a person uses a tool frequently enough, they start to reach for the tool without having to think about it. This is important to know when building user interfaces, because you want the tool to remain in its place so that the user will find it every time they reach for it. Anime Studio shouldn't be shuffling the tools around as it just confuses new users and frustrates older ones.heyvern wrote: One other thing to consider regarding the "tool grid" would be layer specific tools and bone binding tools. Some bone tools can be accessed on vector and bone layers (and also all other layer types for binding). A decision would need to be made whether to "go back" to the old way and have all the tools stay in view all the time but grayed out when not applicable to the selected layer (this was changed in v9 I believe. Selecting a layer would "hide" tools that aren't relevant), or change the grid based on the layer type. There are 7 bone tools. Those could I suppose "slide out" from one tool icon (bone select and bone binding would need to be available for other layers)
Since so much space is being saved with your proposal, the need to hide tools on specific layers is not really needed. All tools could be there all the time just grayed out when not relevant. That way you don't have to "change your brain" when selecting different layer types. The tools are always in the same spot and the tool layout never changes only the availability of the tool.
My reasoning for dividing the groups up based on what the tools do is another tip I learned from reading about UI for game design. It's a learning philosophy that deals with grouping concepts to teach users how tools work. It's kind of like how people can more easily remember the numbers 25 and 47 than remembering the number 2547.heyvern wrote: The grouping of the bone tools grid would actually be similar to how it already works. Currently the tool list has "groups". We don't need that with the set up you proposed. Many applications don't really have that kind of separation. For example Photoshop doesn't group tools based on what they do, they are "just there". After a while you simple memorize where and what the tool is for a specific job.
Instead, the tool list file would have grouping just for the "slide out" tool icons. Create a group, place each tool in the order they are in the grid.
Another thing to remember is that most of those tools will still have key shortcuts. Selecting from the slide out will probably not even be needed most of the time.
The idea here is that instead of teaching new users what individual tools do first, we instead teach them to think in categories which they can memorize more easily. Once the user understands the category, the tools just become variants of the category.
Manga Studio already has collapsing and expanding panels. Come to think of it, Blender has collapsing and expanding panels as well. If some company owns a patent, it might be for the "Snapping" effect of pulling and snapping palettes together, which is purely aesthetic. This kind of reminds me of how Apple sued everyone over the swipe and drift effect that iphones have. Ah ... the wonderful world of the jacked up patent system.heyvern wrote: I don't know a lot about patents or IP law but... er... I do know that someone "patented" those "snapping sliding collapsing" palettes. It was either Adobe or Macromedia. I remember there was a lawsuit about this because one company had identical types of "snapping" or collapsing functionality that was in use in another companies application. They got royally PO'd and sued them over it. I don't recall the outcome of this.