Maya keymap/custom keymap selection issues #33899

Closed
opened 2013-01-17 06:56:14 +01:00 by Marius Eugen Mihai · 3 comments

%%%Windows 7 64Bit, GeForce GTX 460

Blender 2.65 r53870 - Win64

  • the issue is present in every single Blender 2.65 version and late versions of 2.64 - latest version I have that didn't have this issue is 2.64.5 r51640

There is a problem with both the maya keymap and custom keymaps based on it. I'll use the default maya keymap for this example.

If you go into edit mode, select some components (vertex, edge, face - doesn't matter) and start a transform operation (Shift-R, Shift-S), if the mouse pointer is over a component when you apply the transformation by left-clicking, the component under the pointer gets selected immediately. This is inconvenient because sometimes you might want to use the operator options in the left panel to fine tune the result.

The problem is also present for other operations, like extruding (Ctrl-E, Shift-E).

As far as I can tell, this issue has started ever since the selection method under user preferences was changed from "mouse select>press" to "mouse select>release".
Changing back to the old method (press, instead of release) no longer works properly in blender versions older than 2.64.5 (the latest I have that doesn't have this problem is 2.64.5 r51640), as it conflicts with deselecting components/objects by clicking in the viewport, outside the object ("mouse select>click" in user preferences - "(De)select All"), resulting in the component getting selected and then immediately deselected.

I found that one way to partially fix this is by going in user preferences and under "Transform Modal Map", changing "Confirm" from "left mouse>press" to "left mouse>release".

Like I said, this only partially fixes the problem: the issue is gone when transforming components and extruding, but is still there for other operations like bevel, inset (which require dragging in the viewport).
This probably works for extrude, because it's a two way step - first create the new geometry and then moving it (thus it gets interpreted as a transform operation).
Bevel and inset seem to work differently, as it doesn't "help" them. Also, I tried going in user preferences, under "Standard Modal Map" and changing "Apply" from "left mouse>any" to "left mouse>release" or "left mouse>click", but neither worked.

This is obviously a conflict between the selection keys and the confirm/apply keys, but I'd prefer it worked like expected (first click to apply the operation, and only subsequent ones to select). The old behavior from blender 2.64.4 and earlier worked well and didn't give any conflicts, but on the newer versions the keymap itself no longer works properly.

Thanks for your time.%%%

%%%Windows 7 64Bit, GeForce GTX 460 Blender 2.65 r53870 - Win64 - the issue is present in every single Blender 2.65 version and late versions of 2.64 - latest version I have that didn't have this issue is 2.64.5 r51640 There is a problem with both the maya keymap and custom keymaps based on it. I'll use the default maya keymap for this example. If you go into edit mode, select some components (vertex, edge, face - doesn't matter) and start a transform operation (Shift-R, Shift-S), if the mouse pointer is over a component when you apply the transformation by left-clicking, the component under the pointer gets selected immediately. This is inconvenient because sometimes you might want to use the operator options in the left panel to fine tune the result. The problem is also present for other operations, like extruding (Ctrl-E, Shift-E). As far as I can tell, this issue has started ever since the selection method under user preferences was changed from "mouse select>press" to "mouse select>release". Changing back to the old method (press, instead of release) no longer works properly in blender versions older than 2.64.5 (the latest I have that doesn't have this problem is 2.64.5 r51640), as it conflicts with deselecting components/objects by clicking in the viewport, outside the object ("mouse select>click" in user preferences - "(De)select All"), resulting in the component getting selected and then immediately deselected. I found that one way to partially fix this is by going in user preferences and under "Transform Modal Map", changing "Confirm" from "left mouse>press" to "left mouse>release". Like I said, this only partially fixes the problem: the issue is gone when transforming components and extruding, but is still there for other operations like bevel, inset (which require dragging in the viewport). This probably works for extrude, because it's a two way step - first create the new geometry and then moving it (thus it gets interpreted as a transform operation). Bevel and inset seem to work differently, as it doesn't "help" them. Also, I tried going in user preferences, under "Standard Modal Map" and changing "Apply" from "left mouse>any" to "left mouse>release" or "left mouse>click", but neither worked. This is obviously a conflict between the selection keys and the confirm/apply keys, but I'd prefer it worked like expected (first click to apply the operation, and only subsequent ones to select). The old behavior from blender 2.64.4 and earlier worked well and didn't give any conflicts, but on the newer versions the keymap itself no longer works properly. Thanks for your time.%%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%Fixed in svn rev53956. From the commit message:

Switch selection from Release to Click, so releasing mouse button after transform confirmation wouldn't trigger selection operator.

However, needed to disable old Click behavior which used to deselect everything if click happened outside of any object. It wad bad way to do such a behavior and shall be re-think and solved in a better way.%%%

%%%Fixed in svn rev53956. From the commit message: Switch selection from Release to Click, so releasing mouse button after transform confirmation wouldn't trigger selection operator. However, needed to disable old Click behavior which used to deselect everything if click happened outside of any object. It wad bad way to do such a behavior and shall be re-think and solved in a better way.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#33899
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