Bug #762

OSX installer visuals

Added by Jonas Hauquier almost 4 years ago. Updated almost 2 years ago.

Status:FixedStart date:03/18/2015
Priority:NormalDue date:
Assignee:-% Done:

0%

Category:-
Target version:-

Description

Continuing where discussion of #352 left off:

Manuel Bastioni wrote:

Francois told me:

Around making fancy DMG files, it’s a bit of a manual creation process. Usually you would create a DMG using the disk utility, then create a hidden directory on the image file, put an image in there, set up the folder’s view options to have that background and arrange the icons in there etc. Only some software does this and it’s kind of overkill. We could consider something like this for our major releases.

SourceTree is a bad example however since they only have a single file in their DMG, so it’s easy to say… drag this thing into this location (which is obvious if you’re a Mac user anyway). We have the MH software, license file and blender plugins all in a single DMG. So it would never look as nice as the images are suggesting. If anything, it would confuse people if we dumb it down since they might end up dragging the blender plugins into their applications folder as well.

I think it's still possible to have a fancy installer auto-popup for MakeHuman.
True, we have 3 files instead of 1, but it's only 3 files... By creatively arranging them and have an informative background we can make it clear to users what each of them is.

It would not be more confusing, on the contrary, we could show users what the mh application is, what is an optional read, and what is an optional install of blender plugins (perhaps we can even have a shortcut to some proposed blender plugins path in there for users to drag their plugins in, although perhaps it might be more difficult to do).

screenshot_1_1426709683.png - Mock-up of proposal for MH OSX DMG layout (222 KB) Jonas Hauquier, 03/18/2015 09:17 PM

Screen Shot 2015-03-22 at 7.50.44 pm.png (39.2 KB) Francois Grobbelaar, 03/22/2015 12:13 PM

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History

#1 Updated by Jonas Hauquier almost 4 years ago

I made a quick mock-up of this idea
Mock-up of proposal for MH OSX DMG layout

#2 Updated by Jonas Hauquier almost 4 years ago

It could be done cleaner, but this is not so confusing and actually pretty fool-proof, right?
At least more than just the folder without background or icons layout.

#3 Updated by Anonymous almost 4 years ago

Why not have separate installer for Blender tools?

#4 Updated by Jonas Hauquier almost 4 years ago

Manuel Bastioni wrote:

Why not have separate installer for Blender tools?

That's not such a bad idea, an intelligent installer script that takes care of finding blender, and removing old conflicting plugins.
There's way too many questions about this on the forum.

#5 Updated by Francois Grobbelaar almost 4 years ago

Around 'removing old conflicting plugins', I assume you're referring to the old MHX plugin... if so, we should ask the Blender devs to remove the plugin, we should not be hacking the Blender.app (which houses the plugin at the moment). Plugins should be installed to the correct path in the '~/Library/Application Support' directory.

I've created a script that installs the plugins automatically. When we create the proper DMG, we can hide the 'Blender Plugins' folder so all you'll see is the new script that puts the plugins in the right place. In the dist directory (after building) you can still see the 'Blender Plugins' directory and I don't want to hide it there so you can see exactly what the resulting files are. But as mentioned before, in the final DMG, we can hide it. Another option I'm strongly considering would be to make it stand-alone for the final DMG by wrapping the script with the required plugin files into a single app using Platypus (http://www.sveinbjorn.org/platypus) - for this I'd just need an icon, something like a little puzzle piece next to the MakeHuman icon to indicate it's a plugin installer...

I've already committed the new script and removed the old manual instructions.

#6 Updated by Francois Grobbelaar almost 4 years ago

Screenshot of script output attached.

#7 Updated by Anonymous almost 4 years ago

Francois Grobbelaar wrote:

Around 'removing old conflicting plugins', I assume you're referring to the old MHX plugin... if so, we should ask the Blender devs to remove the plugin, we should not be hacking the Blender.app (which houses the plugin at the moment).

This was done months ago. Mhx is not longer included in Blender

#8 Updated by Francois Grobbelaar almost 4 years ago

Manuel Bastioni wrote:

This was done months ago. Mhx is not longer included in Blender

Well, as far as I can tell, it's still in every Blender release I downloaded including the latest...

#9 Updated by Rob Baer almost 4 years ago

A little OT (because I refer to Windows and not OSX), bur Blender 2.74 RC for Windows includes .mhx importer labeled 1-1.6-1.2.

Thomas released several versions that superceded this version and were packaged with MH but not Blender. I see utility in Blender being able to import .mhx because MakeHuman users may have legacy assets saved in that format. However, getting Thomas to update the .mhx importer to its final version might be in order.

#10 Updated by Anonymous almost 4 years ago

Francois Grobbelaar wrote:

Well, as far as I can tell, it's still in every Blender release I downloaded including the latest...

You are right.
Well, this means that the request was ignored. Someone have to open a new bug in Blender tracker...

@Rob

Indeed one of the problems of mhx was to keep update the version packaged in Blender with the one in MH. But ask for an update now that we have officially removed the support to it, can increase the confusion, I'm afraid. So I think it's better to ask for a complete removal, in order to be completely independ from Blender development times.

#11 Updated by Aranuvir # almost 2 years ago

  • Status changed from New to Fixed

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