3D cursor with axes, manipulators, custom orientations. #49927

Closed
opened 2016-11-03 20:19:11 +01:00 by Vyacheslav Kobozev · 5 comments

Hi. I want to talk about important things for each modeller.

Part A
The easiest suggestion: move and scale manipulators, that have additional handlers for moving in one plane (XY, XZ, YZ). The same like with Shift+X/Shift+Y/Shift+Z but faster, and only with mouse. Modo-alike.
————————————————————————————

Part B
The next thing. Wrong behavior of manipulator:
2016-11-03_205707.png
(custom orientation)

2016-11-03_205859.png
(local orientation)

Where it will move? It looks like it will moved only along these two axes. But no. The global Z fixed, not the local. So why local Z is hidden?
————————————————————————————

Part C
Why do I like to have axes for 3D cursor?
The main point is ability to move along other directions without creating custom orientation for every single move.

And what should I do, If I need to extrude one face along direction of another edge. Not only edge (it is very short) but along it`s direction?
mm.jpg

If edge is long, I can use snapping and 3Dcursor like a center.
But 3D cursor have not its own axes, so I cant move it as long as I want to one direction. I need to make new custom orientation.
And if I need to move one objects face along anothers object`s edge, it starts a long story:

  1. Go to edit mode for first object
  2. select target edge
  3. create custom orientation
  4. exit edit mode
  5. go to edit mode for second object
  6. select face
    7)extrude/move

How should it be?

  1. Go to edit mode of second object
  2. Select face for extruding
  3. Set 3D cursor, that snaps to target edge (if i click close to it) and inherits it`s local axes from normal axes of this edge (or face)
  4. extrude/move

Also extrusion should save it`s settings and move in those orientation, what I select. Now it not save settings and hardly move along normal Z axes.
Already reported about it here

That is why I want to have axes for 3d-cursor and snapping for it.
Concept of interface:
3dcsnap.png
By default it`s snapping off
Axes appears only if manipulator on (the same as for object)
Button with axes means on/off for «inherit local axes from source»
If vertex+edges+faces buttons pushed, 3D cursor should automatically select what is closer to clicked position. Preferable in the screen space, not in the world space but world space is ok too.

Thank you for your attention.

*Hi. I want to talk about important things for each modeller.* **Part A** The easiest suggestion: move and scale manipulators, that have additional handlers for moving in one plane (XY, XZ, YZ). The same like with Shift+X/Shift+Y/Shift+Z but faster, and only with mouse. Modo-alike. ———————————————————————————— **Part B** The next thing. Wrong behavior of manipulator: ![2016-11-03_205707.png](https://archive.blender.org/developer/F392328/2016-11-03_205707.png) (custom orientation) ![2016-11-03_205859.png](https://archive.blender.org/developer/F392330/2016-11-03_205859.png) (local orientation) Where it will move? It looks like it will moved only along these two axes. But no. The global Z fixed, not the local. So why local Z is hidden? ———————————————————————————— **Part C** Why do I like to have axes for 3D cursor? The main point is ability to move along other directions without creating custom orientation for every single move. And what should I do, If I need to extrude one face along direction of another edge. Not only edge (it is very short) but along it`s direction? ![mm.jpg](https://archive.blender.org/developer/F392340/mm.jpg) If edge is long, I can use snapping and 3Dcursor like a center. But 3D cursor have not it`s own axes, so I can`t move it as long as I want to one direction. I need to make new custom orientation. And if I need to move one object`s face along another`s object`s edge, it starts a long story: 1) Go to edit mode for first object 2) select target edge 3) create custom orientation 4) exit edit mode 5) go to edit mode for second object 6) select face 7)extrude/move How should it be? 1) Go to edit mode of second object 2) Select face for extruding 3) Set 3D cursor, that snaps to target edge (if i click close to it) and inherits it`s local axes from normal axes of this edge (or face) 4) extrude/move Also extrusion should save it`s settings and move in those orientation, what I select. Now it not save settings and hardly move along normal Z axes. Already reported about it [here](https://developer.blender.org/T49925) That is why I want to have axes for 3d-cursor and snapping for it. Concept of interface: ![3dcsnap.png](https://archive.blender.org/developer/F392350/3dcsnap.png) By default it`s snapping off Axes appears only if manipulator on (the same as for object) Button with axes means on/off for «inherit local axes from source» If vertex+edges+faces buttons pushed, 3D cursor should automatically select what is closer to clicked position. Preferable in the screen space, not in the world space but world space is ok too. Thank you for your attention.

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @Vyach

Added subscriber: @Vyach

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2016-11-04 08:42:54 +01:00

Thanks for the suggestion, but we do not accept feature requests or suggestions on this tracker (use forums or bf-funboard ML for that).
Please do not create design/todo tasks, they are reserved to developers.

I’d suggest creating a wiki page about this (in the 2.8 section maybe), or writing a mail to bf-committers - the main issue remaining that design task without people actually wanting to implement it is pretty useless…

Thanks for the suggestion, but we do not accept feature requests or suggestions on this tracker (use forums or bf-funboard ML for that). Please do not create design/todo tasks, they are reserved to developers. I’d suggest creating a wiki page about this (in the 2.8 section maybe), or writing a mail to bf-committers - the main issue remaining that design task without people actually wanting to implement it is pretty useless…
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Reference: blender/blender#49927
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