Page MenuHome

Industry Compatible Keymap
Open, NormalPublic

Tokens
"Love" token, awarded by renatoi."Love" token, awarded by vitorbalbio."Like" token, awarded by Somnolent."Love" token, awarded by yrrnn."Love" token, awarded by solafide."Like" token, awarded by clawjelly."Love" token, awarded by d.viagi."Love" token, awarded by KartoonHead."Love" token, awarded by zaha."Love" token, awarded by TheFaceless."Love" token, awarded by oktawu."Love" token, awarded by Mitch."Love" token, awarded by pitom."Love" token, awarded by KloWorks."Love" token, awarded by fabioroldan."Love" token, awarded by elbox01."Love" token, awarded by wo262."Love" token, awarded by fiendish55."Love" token, awarded by undo."Like" token, awarded by Orv510."Love" token, awarded by juancahf."Burninate" token, awarded by shader."Love" token, awarded by sebastianmroy."Love" token, awarded by sopranoo."Love" token, awarded by zazizizou."Love" token, awarded by razgriz286."Love" token, awarded by jpthrash."Love" token, awarded by julperado."Love" token, awarded by Okavango."Love" token, awarded by johnsyed."Love" token, awarded by 0o00o0oo."Like" token, awarded by duarteframos.
Authored By

Description

ATTENTION: This will not replace blender's default keymap. This is an alternative keymap that will make blender behave more like industry standard apps.

This describes design of a new input map (keymap from now on) variant for Blender 2.8.

Motivation

In the past, we've included various alternative keymaps with Blender. While it has been of some use, we've had a few major problems:

  • The old keymaps couldn't properly mimic the way other apps use tools
  • The old keymaps were not well maintained. There were too many.
  • We used to include options for the Blender keymap, such as LMB select, which never worked properly for all tools and modes

In Blender 2.8, we want to improve this, by making one 'Industry Standard' keymap that we can keep well maintained, and in working order.

This new keymap will make switching back and forth between industry standard apps easier, and will provide a lower barrier to entry for migrating to Blender.


Note: Blender 2.8 includes various new features, such as Active Tools, which makes it possible to work a lot more like industry standard apps, if we choose. This enables us to mimic industry standard input more closely than we could in the past.


Approach

  • It will not replace the default keymap in Blender - this is an alternative keymap for users who use Blender as part of their pipeline, in conjunction with industry standard apps.
  • It should be a minimal, maintainable keymap. Not every command needs to be mapped to a shortcut like the Blender default keymap
  • The design of this keymap is based on an average of default input mapping layouts used in the mainstream computer graphics software

Who is this keymap for?

This keymap is for people who are already accustomed to other 3D packages, and who wish to use Blender as part of their pipeline, or who wish to switch to Blender outright. It is not aimed at existing Blender users, although they are free to use it if they wish.

Tie Breaker App

Not all apps in the 3D industry agree on which shortcuts to use. In cases where no standard exists, we want to rely on a 'tie breaker' app which decides the hotkey. When the tie-breaker app has no hotkey set, we can use one of the other apps' hotkeys then.

These are the tie-breaker apps we have chosen:

Modeling & AnimationMaya
Painting & SculptingZbrush

Overview

This spreadsheet gives clear insight into which keys are used in which apps.

3Ds MaxMayaCinema 4DModoHoudiniUnreal EngineUnityWinner
Viewport navigation
OrbitAlt+MMBAlt+LMBAlt+LMBAlt+LMBAlt+LMBAlt+LMBAlt+LMBAlt+LMBDONE
PanMMBAlt+MMBAlt+MMBAlt+Shift+LMBAlt+MMBAlt+MMBAlt+MMBAlt+MMBDONE
ZoomCtrl+Alt+MMBAlt+RMBAlt+RMBCtrl+Alt+LMBAlt+RMBAlt+RMBAlt+RMBAlt+RMBDONE
Center on selectionZFOShift+ASpace+GFFFDONE
Switch viewportsL, F, BSpaceF1-F5Ctrl+SpaceSpace+1-5Alt+J, Alt+K, Alt+HN/A ?
Selection
Select mode/toolQQN/AQSN/AN/AQDONE
SelectLMBLMBLMBLMBLMBLMBLMBLMBDONE
Deselect???Click in empty spaceClick in empty space????????????Click in empty space
Add to selectionCtrl+LMBShift+LMBShift+LMBShift+LMBShift+LMBShift+LMBShift+LMBShift+LMBDONE
Subtract from selectionAlt+LMBCtrl+LMBCtrl+LMBCtrl+LMBCtrl+LMBCtrl+LMBCtrl+LMBCtrl+LMBDONE
Box selectDrag LMBDrag LMBDrag LMBDrag LMBDrag LMBDrag LMBDrag LMBDrag LMBDONE
Add to box selectionCtrl+Drag LMBShift+Drag LMBShift+Drag LMBDrag LMBShift+Drag LMBShift+Drag LMBShift+Drag LMBShift+Drag LMB
Subtract from box selectionAlt+Drag LMBCtrl+Drag LMBCtrl+Drag LMBCtrl+Drag LMBCtrl+Drag LMBCtrl+Drag LMBCtrl+Drag LMBCtrl+Drag LMB
Loop Select???Double-click edgeDouble-click edge????????????Double-click edgeDONE
Menus
Context Sensitive CommandsRMBRMBRMBRMBRMBRMBRMBRMBDONE
Transform tools
MoveWWEWTWWWDONE
RotateEEREREEEDONE
ScaleRRTRERRRDONE
Mesh Editing
Mesh element modes1-5F9-F11Enter1-31-4N/AN/A1-9DONE - needs operator to go directly to Vert, Edge, Face Mode
ExtrudeShift+ECtrl+EDShift+XN/AN/AN/ACtrl+EDONE
InsetN/AN/AiB (bevel mode)N/AN/AN/AIDONE
Loop cutCtrl+Shift+EN/AK (knife tool mode)Alt+CN/AN/AN/AAlt+CDONE
BevelCtrl+Shift+BN/AM+SBN/AN/AN/ABDONE
Animation
Play/Pause/Alt+VF6/Up ArrowN/AN/ASpaceDONE
Set KeyframeKSSK SDONE

More tools and features could be added here

SculptingZbrushMudbox3D CoatModoWinner
Resize BrushSB+click and drag?????????DONE
IntensityUM+click and drag?????????DONE
Blob tool???????????????
Smooth tool???Hold shift or 2(default)?????????
Snake Hook tool???????????????
Grab tool???????????????
Clay tool???????????????
Etc???????????????

More tools and features could be added here

Texture PaintingZbrushMudbox3D CoatModoMariSubstance PainterWinner
Resize BrushS???ctrl+RMB+drag left/right???R+any Mouse buttonctrl+RMBDONE
IntensityU????????????ctrl+LMB+drag left/rightDONE
Paint tool????????????P1
Eraser Tool????????????E2
colour pickerC???V???CP
Display next channel???????????????C
Display previous channel???????????????shift+C
Show Material???????????????M
SymmetryX???S??????L
wireview??????W???shift+W???
Swap foreground and background colorsV?????????XL
rotate environment??????shift +LMB+drag left/right??????shift+RMB
Set Clone tool source????????????ctrlctrl+LMB
Stencil rotate????????????ctrl+LMBS+LMB
Stencil snap rotate???????????????shift+S+LMB
stencil pan????????????shift+LMBS+MMB
stencil zoom????????????ctrl+shiftS+RMB

More tools and features could be added here

Changes needed in Blender to support this keymap

  • The tool system gizmos currently override all other inout, meaning alt+LMB doesn't work while using a gizmo tool.
  • To properly support LMB-select in Timeline and Dopesheet, we need to add the ability to differentiate between dragging the playhead 'grabber' and dragging inside the editor to box-select.
  • Operators needed to be able to switch directly to Vert, Edge, Face Mode directly from any mode
  • Contextual menu needed for Paint and Sculpt Modes
  • Contextual menu needs more entries to be more useful. Should also include:
    • Curve Edit Mode Handle Type
    • More Mesh Edit commands

Current Issues

  • How to set the hotkeys for inside the active tools, to that I can make it work so clicking on empty area deselects
  • It seems as if tool shortcuts are not set in the keymap?
  • The active tool LMB overrides Alt+LMB for view orbit
  • LMB Select should only apply when using Select tool, otherwise it conflicts with other tools LMB action
  • Cmd needs to be added throughout as alternative to Ctrl

Details

Type
Design

Event Timeline

There are a very large number of changes, so older changes are hidden. Show Older Changes

@Noel Froger (NNois): Softimage was a great DCC app, but was unfortunately killed years ago, so I didn't include it here. Even so, K for keyframe has a certain logic to it. May change it.

@William Reynish (billreynish) this is totally unfair you don't count Softimage in the Industry Standard Software WTF ???

Softimage is EOL/dead since 2014.
This Task about the Industry Standard Keymap is more about currently relevant and more important alive Industry tools.

The fact is, that Softimage was the youngest app from Maya/Max/Softimage trio. I mean Softimage XSI, not Softimage 3D. XSI was completely rewritten, and released in 2000. Maya 1.0 was released in 1998, and Max 1.0 was released back in 1996.

Until XSI was eaten by Autodesk, each of main XSI releases brought groundbreaking features (2.0 - compositor, hair, fur. 3.0 - crowd system, 4.0 - RBD, syflex,,schematic view, 5.0 - GATOR, physX, FaceRobot, Shape manager, 6.0 - animation layers, MOTOR, material manager, delta referencing. 7.0 (last Avid release) - ICE. 7.5 (first Autodesk release) - viewcube... )

Softimage had youngest core of all programs, best documentation, and best performance ( multithreaded when Maya and Max were just dreaming about it).

This program deserves very serious respect. Any former Softimage user will tell you, that none of current apps have comparable workflow and logic. Those guys who created Softimage were really smart. Now, when XSI is dead, there is big chance for Blender to get inspired by this beautiful, artist friendly, and extremely well done app.

I understand, why Bill did not included Softimage. But for me it is very sad to see, how XSI heritage fades out, without being noticed.... And the fact, that it is dead, means wasting your time speaking about it for most of you. Softimage is history. Wise man said "A people without the knowledge of their past history, origin and culture is like a tree without roots". See? History! Construction history in XSI. Even now, nobody can beat it.... See? Origin! Even he is speaking how good was work with origin in XSI... See? Culture! This is culture of use - keyboard layout, and overall program logic...

But seriously. We must learn from the past. XSI can not be added to industry standard comparison, because XSI is standard. Even when it is dead. Like Da Vinci is standard for renaissance man.

Blender devs - get inspired by this history. And put the seed of XSI inside Blender. You will never regret it. Me, and (i am sure) lots of other Softimagists will gladly offer their time for you, to see this seed grow.

I agree with you. I know Softimage XSI fairly well, and have used it in the past. It was an excellent app, with some very well thought out paradigms, workflows and features, that all seemed to fit together well, rather than being a random hodgepodge of checklist additions.

Cheers.

the melting pot between the Softimage XSI users and the blender users, is something that I have somehow imagined it could happen ... for the simple fact that there is a whole community of ex users of Softimage XSI that wants dead a certain company.
and Softimage XSI users were people with attributes ... maybe a minority but smart

I agree with you. I know Softimage XSI fairly well, and have used it in the past. It was an excellent app, with some very well thought out paradigms, workflows and features, that all seemed to fit together well, rather than being a random hodgepodge of checklist additions.

Cheers.

...and, isn't that what you named, exactly what Blender lacks? :-)
There is still large Softimage users community. Alive, and kicking. Still using Softimage, because they haven't found any good alternative. What are their choices?
Maya?:

  • NOPE. Until not forced to use it, they will not.. Trust issue. It is Audtodesk. It is like buying a car from the guy, who stole your old one.

Max?

  • Max is joke for XSI users. Substantial workflow and user experience downgrade..

Cinema 4D?

  • Well, decent feature set, stable, easy to use. But, there is not so much Cinema users. Cinema seems to reach some amount of users, and this amount is not going to grow so much in future. And this means, limited job opportunities.

Modo?

  • Not really.

Houdini?

  • Yes. More technical users already migrated. Houdini's procedural approach is top notch for simulations, pyro, fluids, liquid, and all variety of simulation based effects. But day-to-day use for modeling/texturing, is still not the best.

Blender?

  • This is for lots of XSI users light at the end of the tunnel. No - the fact it is open source is not the main Blender feature for us. Rich feature set, braveness to implement new features, rapid development, and user base growth are the main features. Showstopper is UX, logic, overall consistency, and mulish inclination to some old paradigms. But 2.8 is again raising some good amount of hopes. Industry standard Keymap even more...

Lots of former XSI users, who are seeking for "swiss army knife" DCC app, which will replace XSI, are looking at Blender. That's it. It's up on Ton, or whoever is responsible for general Blender heading, if he decides to welcome this community, with arms wide open (you all know what I mean...), or just will ignore them... I suggest - take that chance, it will pay off more than you think.

Anyway, my bi*ching around would change nothing. So let's get back to work: Bill - is there any real work, that can be done on our side, to help you make ISK great?

Marek

@Marek Hollý (asil8567): Once we have it implemented, which should be in a few weeks or so, you can help out by testing and giving feedback.

I am sorry, but question at me. When include this at standard keymap in Blender user preferences? Because you have to start getting used to the new keymap, and her is not in user preferences. A she will in beta?

As someone commented above, industry standard should be the default keymap, and a "classic" option could be added perhaps, for the current one. People getting into 3d usually are already familiar with a lot of software, and Blender is the last one they are gonna consider when they try to navigate inside the application. Blender as it currently is, contradicts the navigation and selection system of every software out there, including operating systems. Learning 3d is hard enough without having to relearn everything you know about navigating on a computer. I went to Maya 10 years ago after trying blender because of this, I'm not the only one. But why should it be the default, and not just an option? Because future realeased training and tutorials will be more inclined to teach the default keymap, and this is specially important in training aimed towards beginners. Advanced users are not that much concerned about the shortcuts when watching tutorials, they already know most of the basic ones. And throughout the software's lifecycle, it is most likely going to have a lot more new users than the ones currently using the software. ESPECIALLY if you guys adopt a new keymap system that is intuitive to people that already uses software like Photoshop, Illustrator, Unreal Engine, Unity, Maya, Cinema 4D... I've been following the development of Blender for a long time, and I want to migrate from Maya, but I just can't when it makes my muscle memory works against me, giving me zero benefit on my workflow.

@Marek Hollý (asil8567): Once we have it implemented, which should be in a few weeks or so, you can help out by testing and giving feedback.

Bill, if I may, here is sum of my previous posts + couple of my thoughts about shortcuts hierarchy rules and prioritizing.

1. Operating system inherited commands: are the highest, first grade priority (like Ctrl+A,Crl+C,Ctrl+V, mouse selection logic, left click (with Shift, Ctrl+Shift..), right click for context menu, etc...). If you really care about new users - if you want current children to become future Blender users, keep this in mind - those are the shortcuts of their first contact with computer. It will be stored deepest in their memory. That's why every program respect it. This is holy grail. Commands from this club, are supposed to win against anything else.

2. Common shortcuts from other DCC: the wider use of specific command, the higher priority. Although, you can find areas of improvement - like Maya box selection I mentioned above - but first rule should solve this. Some of those commands can be beaten by 3rd rule.

3. Ergonomics: Left hand would naturally sit on left part of keyboard, because of navigation shortcuts - which is most frequently used. All the other command should be prioritized according frequency of use. Most frequent shortcuts should sit just under left hand. The less frequent command, the farther to the right. That's why W,E,R, is better than G,R,S. Also ergonomics rule should beat Common shortcuts rule in some cases. Like component object/selection in Maya (F8-F12), is against ergonomics, thus 1-5 is far better.

4. Key combination logic: as mentioned in my previous post, same command class = same key combination logic. For instance - using CTRL+"key" for mesh editing commands like extrude (Ctrl+E), means, inset command (from the same command class) should use same logic - CTRL+"key". Although, there is really lot of commands inherited from operating system which use Ctrl+"key" combination.. So in this case, I would suggest to look at different key combination. For instance Alt+"Key", which could serve much better according ergonomics rule.

5. Command name rule: While Ctrl+E for extrude is OK, Ctrl+I for inset is not (ergonomics rule). So, it is OK for shortcuts to follow first letter of commands name, but Ergonomics rule is stronger. As soon as shortcut will have good position under left hand, muscle memory will do the rest. No need to look at the keyboard to correctly press Ctrl+I.

6. Left handed users: Sorry to say that, but ignore them for now. I know, it is politically incorrect. And a lot of people could be angry on me. But I have good reasons to say that.

a. There is approximately 10% of world population left handed. 90% vs 10%. Stronger wins.
b. None of major apps and systems is specifically designed for left handed users. Windows can be only customized (switch to left button priority), Maya - nothing, Houdini - (just the possibility to roll out menu to the right side, so it is easier for left handed to select.....)
c. There can not be any keyboard shortcut logic which will fit left and right handed people at the same time, and equally well. One group will always suffer, one less. But nobody will be satisfied.
d. Most of left handed people are using their own keymap anyway.

I do not say, to abandon left handed people at all. But now, good implementation of ISK is priority.

Marek

@Rafael Ivan Hattge (rafaelhattge) i agree with you in most parts making blender more intuitive in left select mode is essential however blender has things that are completely different from other apps like 3d cursor, entering/exiting modes..etc they need to be taken into consideration...i came from maya and i had to heavily modify the 2.8 right click keymap to work with left click/select box ..etc..some parts need more work like pivot pointing from origin and snapping.....pie menus help a bit but you always have to enter and exit edit mode and use menus.

@Marek Hollý (asil8567) i am a left handed and i don't think this is an issue..it works very well for us since in blender u can swap everything top/bottom or left and right, actually when i used maya i wasn't able to change certain things because they are hard-coded with not the possibility to change them.

6. Left handed users: Sorry to say that, but ignore them for now. I know, it is politically incorrect. And a lot of people could be angry on me. But I have good reasons to say that.

a. There is approximately 10% of world population left handed. 90% vs 10%. Stronger wins.
b. None of major apps and systems is specifically designed for left handed users. Windows can be only customized (switch to left button priority), Maya - nothing, Houdini - (just the possibility to roll out menu to the right side, so it is easier for left handed to select.....)
c. There can not be any keyboard shortcut logic which will fit left and right handed people at the same time, and equally well. One group will always suffer, one less. But nobody will be satisfied.
d. Most of left handed people are using their own keymap anyway.

I do not say, to abandon left handed people at all. But now, good implementation of ISK is priority.

I am left handed and I've never had any issue with any program, I don't even use the mouse with my left hand, is just weird. Maybe I'm in the minority of a minority hehe, but I don't think a left handed specific keymap would be of much help, it would only confuse people more. Being left or right handed is only important when you're setting up a wacom tablet, otherwise is just a waste of time.

About the Industry Standard Keymap being the default I completely agree. Any experienced user of Blender already knows how to change the preferences according to their own taste so there's no loss with having the current keymap as an option, call it Classic Keymap, or Blender Keymap and add a dropdown to choose the desired keymap on the splash screen.

For Sculpting and any brush/painting related modes, can we have something like in the addon by Vrav, Sculpt Paint Workflow Suite.
The feature allows both brush size and strength to be adjusted by gestures on the same hotkey. RMB Click-Drag Up/Down=Strenth; RMB Click-Drag Left/Right=Size.
You could borrow some of the code he has?

Vrav
https://blenderartists.org/t/addon-sculpt-paint-workflow-suite/553819

This is (generally) the way it is in Silo, 3DCoat, Sculptris. I find it the most ergonomic way to adjust Strength/Size for brush related modes.

@0rAngE (undo): That's certainly a quite interesting way to handle basic brush settings. I will keep this in mind.

William Reynish (billreynish) renamed this task from Blender 2.8 Industry Standard Keymap to Compatible Keymap (previously: Industry Standard Keymap).

So in essence the "industry standard" keymap is just a mix of the most common hotkeys from every major software... in the end someone is gonna have to do the maya keymap, the max keymap, the houdini keymap, and the cinema 4d keymap, and this "industry standard really weirdly mixed mix of things " will become obsolete pretty fast.

Sorry for the negativity. it just hit me, and to tell you my experience, i've turned and help turn a couple of studios and artists to blender, and honestly the only things bothering people are the move, rotate, scale, but really more importantly the way you move around your scene and the rmb / lmb thing, thats it. the rest of the hotkeys they dont mind, and they love having SPACE BAR as search functions because it aids them learning the rest of the stuff they need quite fast, and its all compatible to learning the blender defaults.

just my 2 cents.

Also, please restore to the RIGHT CLICK CONTEXT menu the SEARCH function at top of the context menu list. Free "F3" to be available for other custom entry with custom keyboard shortcuts.

Also, please, for heaven´s sake: Don´t make 5-7 possible ways to combine the same procedure in the shortcut keys. Just place 1 command alone. The keyboard shortcut list needs to be cleaned of redundancy. It almost looks like if every workspace has a different "G" command to move. Since there are 21 workspaces available, it´s unimaginable why "move" has to has so many G combinations, let alone all other "alternative" methods inside the same editor: to manipulate and move things.

Let´s clean the redundancy on the keyboard shortcuts per workspace. If "Q" is to be selection, let it be selection for everything in every interaction mode/editor.

Thanks.

@David (activemotionpictures): Adding the operator search into the contextual menu is a neat idea. Technically it's not trivial though - it's not currently possible to do that. We could keep it in mind for something to do, perhaps in a later release.

Edit: It can be done in a simple way to having the Search menu as a normal menu item, just like we do in the Node Editor Add menu. But it would be much nicer if the search field itself could be properly integrated here.

As for the rest of your post, I didn't understand it I'm afraid.

Also, please restore to the RIGHT CLICK CONTEXT menu the SEARCH function at top of the context menu list. Free "F3" to be available for other custom entry with custom keyboard shortcuts.

We don't have a "search" row in the tables yet, but there's some precedence here. This is how Unreal works, at least in the nodes view: you right-click, and it gives you a list of all the objects you can add, with copy/paste/etc at the bottom, and a search bar at the top. You can start typing immediately to narrow down the context options, and it has a "context sensitive" checkbox which determines whether or not it filters out options based on what's currently selected.

Brecht Van Lommel (brecht) raised the priority of this task from Normal to Confirmed, High.
Brecht Van Lommel (brecht) lowered the priority of this task from Confirmed, High to Normal.Nov 19 2018, 2:06 PM

Hi Bill
Do you already have some ETA, when we can test it out?

Brecht Van Lommel (brecht) renamed this task from Compatible Keymap (previously: Industry Standard Keymap) to Industry Compatible Keymap.Nov 19 2018, 2:14 PM

@Marek Hollý (asil8567): This keymap is tied to fixing some issues related to left click selection that we have to do with the default Blender left click setting. When more of those issues are solved, we should be able to include this keymap too.

Bill, if I may, here is sum of my previous posts + couple of my thoughts about shortcuts hierarchy rules and prioritizing.

I could not agree more with all of the ergonomic issues pointed out here.

@Marek Hollý (asil8567): This keymap is tied to fixing some issues related to left click selection that we have to do with the default Blender left click setting. When more of those issues are solved, we should be able to include this keymap too.

Wait. I would like to test and start using new keymap.

Hi. Since blender 2.8 beta is out, it would be cool if you wold give us a chance to try and test this key configuration. Even as a temporary separate file. I am planning to put a lot of time in learning blender and I will be happy to test new keymap and give you valuable feedback.

@Andrey Sarafanov (ACap): It's coming. The keymap itself is done and is trivial to do, but for it to work well, left click support has to be improved still.

Follow the progress here: https://developer.blender.org/T57918

Selection:

Maya:
When translation tool is active, just press „D“ and hold. Move mouse over object, and pre-selection highlight will show you active element on which you are going to snap the origin. Click on desired element (also see „universal snap“ topis later), and origin will jump righ there.

speaking about pressing "D" there isn't function in blender to make "D" active by holding it then deactivate when release the "D" key.

the "release" in blender act different from "release" in Maya.

in Maya :
"Release" value = holding key will active until you release the key it will deactivate.
in Blender :
"Release" value = holding key nothing will happen until you release the key it become active ! which I see no different from "Click".

adding new function or fix "release" function in blender will be great.

its not new operator actually but its use in some specific exclusive key ( ctrl,alt,shift and "S" color picker in texture paint layout.).

I also talk about it I give some example :
https://devtalk.blender.org/t/keyboard-release-not-working-the-correct-way/3876/9

so hope it will add in blender its useful operator for many cases.

This is great, is this ticket still alive? This is exactly the config I need, could we try it as is?

@Cezary Szadejko (cez): It's still alive but still waiting for issues to be solved with left click described here: T57918. Now that left click is enabled by default, it's paramount that we tackle these remaining issues anyway, and that will also pave the way for keymaps such as this one.

This keyboard is mandatory for the new blender.
Your work on this is fantastic but this can't be without work on snapping too (so removing the 3d pointer). Please don't forget that

@Cezary Szadejko (cez): It's still alive but still waiting for issues to be solved with left click described here: T57918. Now that left click is enabled by default, it's paramount that we tackle these remaining issues anyway, and that will also pave the way for keymaps such as this one.

Hey, William!

Good job on taking the time to work on this. I am also in the middle of making my own keybinds for Blender 2.8, and I think I have found a solution to deselect everything by using double L click (as described in your other thread, which works while clicking inside and outside o the mesh. Just take the code from the keybind "select or deselect all", then deactivate everything except "deselect" and assign it to L click with the double modifier. That way you can avoid deselecting everything by accidentally clicking once outside of the mesh.

As for the rest of the keybinds, I took a different approach to a bunch of stuff. For instance, I managed to add two pie menus on the same command by having ctrl, shift, and alt modifiers as well as adding double R click into the mix, which makes you able to assign two separate menus to the same keybinds while only needing to click once or twice to access each of them. Really simplifies a lot of the workflow by reducing the amount of keys on your keyboard you need to memorize to access each of these menus, since you can access them all with just your mouse and ctrl, shift, and alt.

This keyboard is mandatory for the new blender.
Your work on this is fantastic but this can't be without work on snapping too (so removing the 3d pointer). Please don't forget that

Snapping, and working with pivot is crucial... any news Bill?

I’m still waiting on @Brecht Van Lommel (brecht) who is doing left click select fixes.

@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406

(Sorry for spamming this task, but I couldn't find a way to contact Marek otherwise. Not possible to DM people here, apparently.)

@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406

(Sorry for spamming this task, but I couldn't find a way to contact Marek otherwise. Not possible to DM people here, apparently.)

Thanks Ludvik.
I will take a look on this during upcoming week. (Sorry, missed you on linkedIN)