Blender 2.8 Industry Standard Keymap
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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
There are a very large number of changes, so older changes are hidden. Show Older Changes

I am a bit hesitant that 1,2,3,4 should be reserved for Mode switching. Half of these modes are not used daily. Subjectively, last time I painted weights was a week ago. Last time I used paint mode was a month ago. I am sure I am not the only one. This begs the question, how is it justified that some of the best keyboard realestate, reachable with your left hand, is assigned to modes that are so rarely used?

Personally I think that mode switching should be done with Pie or popup menu (1 button) while Selection Mode(vert,edge,face), that we do multiple times per minute, should be given the prime real-estate (1,2,3,4). It seems we have it in reverse?

The way I have it set up as such. Depending on selected object ( mesh, lattice, curve, armature etc):
1- OBJECT MODE (Universal. Exits whatever other mode).
2- Mesh: edit mode (vertex selection) | Curve: edit mode | Lattice: edit mode | Armature: pose mode
3- Mesh: edit mode (edge selection) | Curve: edit mode | Lattice: edit mode | Armature: edit mode
4- Mesh: edit mode (face selection) | Curve: edit mode | Lattice: edit mode | Armature: edit mode

ACCENT_GRAVE (` - above TAB) summons a mode switching popup (pie menu in my case):

All of this is very efficient and allows you change modes, selections in a heartbeat.
Please consider that 3dsmax has 1,2,3,4 as Edit poly selection mode. So does Houdini. Modo also? We seem to be deviating a bit from standard.

Thank you for reading, consideration.

Please consider that currently accessing Widget based transforms creates significant overhead (spacebar>manual select from popup). It's a slow workflow that cannot be used for modeling. Also I think many users liked their Spacebar way it was.

It's possible to preserve Blender default Operations for G,S,R (satisfying all experienced users), same time offer WIDGETS to anyone who prefers it or comes from other 3d software + free up spacebar as bonus. Best of both worlds with minimal overhead.

This is workflow I use in 2.79:

Thank you for reading.

For the industry standard keymap that won't be necessary. You'll just use W, E & R to enable Move, Rotate and Scale tools.

For the industry standard keymap that won't be necessary. You'll just use W, E & R to enable Move, Rotate and Scale tools.

Now the industry that never looked at us is above all else our new religion?

As it says at the very top:

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

This keymap is for users who use mixed-software pipelines where it's impractical to switch hotkeys constantly, and also for users of other software packages who would like to try out Blender.

Again, this will not replace blender's default keymap.

@William Reynish (billreynish)

Could the tiebreaker app for texturing please get changed to Substance Painter?
Reasoning would be; Zbrush is to this day not a dedicated texturing application (no ability to paint directly on textures, no texture layers, etc)

As it says at the very top:

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

This keymap is for users who use mixed-software pipelines where it's impractical to switch hotkeys constantly, and also for users of other software packages who would like to try out Blender.

Again, this will not replace blender's default keymap.

Hi, will it be possible to assign a key to the material editor in 2.8? At 3d the max he was assigned to M.
It would be great if the blender would be something similar to compact material editor and safe material editor( in blender texture editor as node editor) like modal type.

Yes, modo has 1:vertex selection (and please fix that Blender can do switch directly from object mode context to EDIT mode context upon pressing 1 to select vertices), 2:edges, 3:faces, 4:polygon element.

I am in favor of using 1-2-3 as main switching between vertex, edge and face. Those are used in a daily basis.

Please make them enter directly into EDIT context menu. All of the user being in OBJECT context waste an extra step by first switching context and then entering the edit mode selection.

I did a script to make those 2 functions in a single press, but please Developers, you can fix that now that we are on overview of shortcuts.

Pie menus are needed as well. Pies should continue to be consistant. Thanks

Proposing more efficient edit_mode selecting:

  • Currently double_click is not utilized. For example in maya when double_clicked on Edge it can do edge_loop. When on Face, it can do Element select (linked select )
  • Ring can be achieved with double_click + modifiers (ctrl/shift/doesnt_matter)
  • Ctrl+MWheel could be utilized to grow and shrink selection.
  • Border select is also often useful. Areas could be quickly marked (seam, sharp) and then recovered with double_click on face.

This is just an example, many ways to go about it.

This comment was removed by Bradley (blender_noob).

I use F key in object mode to center view (default alt+F), for creating polygons and F2 in edit mode.
Q is used to select linked (much better than L) in all editors.
Double scroll to zoom to selection in both cases.
Left mouse for select, Right mouse for pan, Scroll to zoom/rotate keeps whole navigation in mouse (Sketchfab mode).

Here is how it looks like

Ctrl+Mwheel, Shift+Mwheel and other mwheel modifications are used for custom tools, they should stay unassigned.
Doubleclick for selection is a really bad solution, as we remeber by sketchup.

To correct the chart, MODO's does deselect by clicking in empty space and double-clicking selects an edge loop.

As far as pan, rotate, and zoom, I've never liked using all three mouse buttons ... particularly the MMB as it tends to be a scroll wheel and it just feels strangely uncomfortable to use for panning. I'm actually a fan of MODO's method of moving about the viewport - using ALT, ALT+SHIFT, and CTRL+SHIFT in conjunction with the LMB to tumble, pan, and zoom. But I do see that it is not the most commonly used method.

Could we get a default for Paint Selection? In MODO, paint select is the default method of selecting vertices, edges, and faces. You click to select a single face, edge, or vertex, but click+drag to paint select. Box and lasso selections are done via another mouse button. I find that I am constantly using both double click (for edge loop selection) and click+drag for paint selection.

If only Modo using it this way, then its not an industry standard.

Paint select is not even on the chart, which is why I asked about getting a default for it. Then I mentioned how it is done in MODO. I've no idea how it is done, if at all, in most other 3D apps.

Well, I hope they will use Modo style paint selection for 2.8, because I see no other way if we want to use tablet for modeling) I am using tablet for modeling in modo and paint select works perfectly, opposing to Maya, where I have to click on each individual poly/vertex/edge to select, and it is not that intuitive and slows me down. There is a manual paint selection tool in Maya - but you have to hit some hotkey to do that. In modo - it is on left click by default and it is suuuuper handy.

That feature wasn`t added simply because it was forgotten during the creation of the Texturepainting spreadsheet.
Sorry, its actually my bad for not adding it initially.

Fill options for painting are common across all texturing applications, even the rudimentary texturing implementation inside of ZBrush has a Fill Button.
Blender has a fill feature which is the Fill Brush.
More additions especially when a feature already exists inside Blender should of course be taken into consideration.

In Substance Painter the Polygon Fill Tool can be activated via pressing 4, after that you
either click to select one specific part or you use click+drag for selecting multiple parts.

The Spreadsheet is imo not complete and if there are missing features or you know some shortcuts, please add them in the comments.

I wasn't talking about texture painting or painting at all, but about "paint select". Paint Select is when you click+drag across multiple faces to select all polygonal faces you cross over (or edges or vertices, depending on which mode you are in). In Blender, this is accessed by pressing "C". However, MODO has "C" (if you will) on by default. You can either click to select a single component or click+drag to "paint" your selection. It makes it quite easy to use and fast because you don't have to hunt for or remember another shortcut key.

Also, in 2.79 - If you hit C and try to paint selection over the model - you can not navigate around the object and it is just destroys my workflow, because, if I have a large object and want to select multiple elements on its surface - I will have to hit C every time I want to paint selection then hit C again to tun off painting mode - then navigate to the next element - hit C again - paint - hit C - navigate to the next etc.
In modo it would be like - I am freely flying around and paint select necessary vertex/edge/poly. Suuuuper handy. I really want to switch on Blender after 2.8 release and I hope this feature will be there)

Also, in 2.79 - If you hit C and try to paint selection over the model - you can not navigate around the object and it is just destroys my workflow, because, if I have a large object and want to select multiple elements on its surface - I will have to hit C every time I want to paint selection then hit C again to tun off painting mode - then navigate to the next element - hit C again - paint - hit C - navigate to the next etc.
In modo it would be like - I am freely flying around and paint select necessary vertex/edge/poly. Suuuuper handy. I really want to switch on Blender after 2.8 release and I hope this feature will be there)

In Blender 2.8 its easy to assign any tool to LMB (through Toolbar), including circle select.

Yes. Can it be set up so that LMB click is select, but LMB drag is "C"?

Also, in 2.79 - If you hit C and try to paint selection over the model - you can not navigate around the object and it is just destroys my workflow, because, if I have a large object and want to select multiple elements on its surface - I will have to hit C every time I want to paint selection then hit C again to tun off painting mode - then navigate to the next element - hit C again - paint - hit C - navigate to the next etc.
In modo it would be like - I am freely flying around and paint select necessary vertex/edge/poly. Suuuuper handy. I really want to switch on Blender after 2.8 release and I hope this feature will be there)

In Blender 2.8 its easy to assign any tool to LMB (through Toolbar), including circle select.

Even if so - I just downloaded blender 2.8 alpha and tried C command - I still can not navigate while this tool is active, so, it is almost useless.

Currently in Blender 2.79, under the Circle Select Modal keymap, C key Release event can be set as Confirm, essentially making it only work when it is pressed.

This simulates well allowing navigation in between selection strokes, when in reality it just quits the modal operator.

There will be Ctrl+A for select all?

A question: is anyone actually looking at the ergonomics of the various proposed keyboard maps?

This is wider than just the industry standard keymap so I'm not sure if this is the right thread, but I can't find a clear 'put your Blender 2.8 keyboard map related issues and questions here' thread.

The Blender keymap needs some serious love, as it is full to overflowing. I ask however, to please also or perhaps first, look at the ergonomics (which includes effectiveness and learnability) of a key map and of using a keyboard in combination with a mouse.

It seems to me that the discussion on keyboard maps / shortcut maps is severely missing the viewpoint of ergonomics. A nice example is the proposal for "A to select all / ALT-A to deselect all" (or, in general, Key_X / ALT_Key_X). The argument for having two shortcuts seems to be that "it is in accordance with standard X and therefore should be in Blender" (insert your standard of preference). It seems like adhering to a standard is more important than having something that is fast to use or in line with the Blender function or operation you are accessing at any given point.

Examples of proposals that impact ergonomics:

  • toggle actions are being removed. In many places, separate key combinations for 'toggle on' and 'toggle off' behavior are introduced, like select all/none (A - ALT-A), or opening/closing a menu (TAB, W, Shift_E, SHIFT-S, etc. to open, ESC to close). These actions are, in principle, toggle actions, teat them as such.
  • serial combinations of keyboard and mouse actions are introduced. Especially with the wider use of the pie menu, you need two actions to select/use a function or operation: TAB to open the menu, then slide/click to select a function/operation: 'sequential' combinations (TAB, followed by mouse action) are always slower to use than either a keyboard or a mouse action. To further complicate: given the placement of keys on most computer keyboards, TAB followed by Mouse action is probably not an easy or fast combination for left-handed people.
  • key combinations are introduced that do not match or relate to the functions they operate. An example of this is W/E/R for Move/Rotate/Scale, respectively. Please select shortcuts to match the functions.

I ask/propose the following:

  • please don't get hung up on 'it is in accordance with standard X and therefore should be in Blender'. Since there is arguably no proper 'standard' (except perhaps the IBM CUA from 1987), you will most likely end up with an amalgam or mashup of things other applications have invented for themselves. It will not necessarlily make Blender more consistent or more usable.
  • please don't introduce serial keyboard + mouse actions if they are avoidable. Provide for keyboard-only or mouse-only operation (preferrably both, to suit different user behaviors), it is generally faster to use one input mode than a combination of modes.
  • please acknowledge toggle actions and treat them as such: use the same keybord or mouse action for 'toggle on' and 'toggle off'. It makes for a smaller key map with fewer combinations to learn and for faster operation of the application.
  • please ensure that functions/operations and the accompanying shortcuts or mouse actions in line. G for Grab/move, S for Scale, R for Rotate, E for Extrude etc. correlate between key and function/operation and are therefore easier to learn.

Unless Blender is aiming to attract a completely new user base, most users will be transitioning from 2.7x to 2.8. Please don't make them relearn the application any more than necessary. For those users that are new to Blender: it is a complex application, let's acknowledge that and own it. Assist them by providing access to basic and/or important functions in a way that relates to what they are trying to accomplish. Also: it is not a bad thing to do your own thing; the Blender UI is itself based on rather rigorous application of a set of principles. Using key maps that help people use Blender effectively fits rather nicely.

I realise that the above is, like with everyone else's proposals and/or comments, rather subjective. I do believe, however, that the current direction of the discussion on keyboard maps is taking is not helping Blender forward as much as it should or could.

For background reading, perhaps some of the principles behind Human-computer interaction design or user-centered design might be useful (https://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction and https://en.wikipedia.org/wiki/User-centered_design).

As stated at the top of this page, the industry standard keymap is an ALTERNATIVE keymap and it will NOT REPLACE the standard Blender keymap. So, including an alternative keymap will not make Blender more difficult for current Blender user's to transition from 2.7x to 2.8 as the default will be Blender standard keymaps (with a few 2.8 changes). However, for people coming from using other 3D applications, like Maya, MODO, and Max, the alternative keymap will be there to help make their transition easier. And, as stated near the top of the page, "this is an alternative keymap for users who use Blender as part of their pipeline, in conjunction with industry standard apps." Creating an industry standard keymap allows people who already have an established pipeline to INCLUDE Blender with little trouble. For many people, it's a pain to switch from one app to another when their keyboard shortcuts are vastly different to do basically the same things.

So, you won't have to use the industry standard keymap if you don't want to. And, as has always been the case, you can change the keymap to whatever you like as you can completely customize it. But the industry standard keymap is an attempt to create a keymap that adheres the most common industry standards in order to be an aid to those who want to include Blender into their pre-existing pipelines.

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.

  • key combinations are introduced that do not match or relate to the functions they operate. An example of this is W/E/R for Move/Rotate/Scale, respectively. Please select shortcuts to match the functions.

You're talking about ergonomics here, yet I fail to see how this suggestion is pro-ergonomics. You're saying that instead of grouping together 3 of the most used hotkeys (actually 4, "Q" reverts to default/selection tool), that they instead should be spread out to "more appropriate letters". That is anti-ergonomic. It comes off as "it bugs me it doesn't match the letter, so it's no good". Most people in the industry are very comfortable with their hand in the WASD and QWER positions as they are the most commonly used keys for software and games, and QWER allows you to rest your hand very comfortably on all 4 letters so you can rapidly move, scale and rotate your objects.

I believe the combination of A select_all/deselect_all + alt-A deselect_all is Compatible and and satisfies everyone!
for those used to using the classic combination selection_all - deselection_all with A continue to use this combination as usual, for those who complain that A for deselected in scenes too heavy is inconvenient can easily use alt-A to deselect_all

It comes off as "it bugs me it doesn't match the letter, so it's no good".

Your interpretation, not mine.

You seem to have missed the 2nd line in the post though: this is not about the industry-standard map alone. All over, discussion seems to concentrate mostly around people's personal preferences, not about having a consistent key map or effective use of Blender as an application. Factoring in ergonomics makes for better consistency, better learnability and more efficient use of the application. While this particular key map does not have 'learnability' as a goal, others do.

Most people in the industry are very comfortable with their hand in the WASD and QWER positions as they are the most commonly used keys for software and games, and QWER allows you to rest your hand very comfortably on all 4 letters so you can rapidly move, scale and rotate your objects.

Fair point. I'd like to see the stats on 'most people are very comfortable', though. If W/E/R works for people and it is 'standard': put it in. What I am saying is don't put it in because 'it is standard', but because it works better than the alternatives. That is the bit I don't see in each of the discussions.

Wow, a keymap which actually uses the *same* mouse button for select and box-select? Revolutionary! ;)

@amon paike (amonpaike) Although it's not in the list yet, I believe Ctrl+A is far more standard than A/Alt+A for select all.

Most apps don't actually have a deselect all shortcut other than clicking on blank space, although often there will be a "Select None" option in the dropdown menus which you can assign a shortcut to if you're so inclined.

Photoshop offers a great way to resize your brush and to choose the softness/hardness of your brush. You press ALT+RMB +drag LEFT/RIGHT to resize and UP/DOWN to affect the hardness of the brush. This keeps people from having to learn a new keyboard shortcut and you do most of what you need to with your brush while painting via this one shortcut. Now, I am not married to ALT+RMB, but I do like the LEFT/RIGHT, UP/DOWN way of doing things. Clip Studio Paint uses CTRL+ALT+DRAG to resize the brush. MODO just uses RMB+Drag to resize (since you don't have it in the chart above).

I know that 3D programs may work a certain way when it comes to painting, but it seems to me emulating Photoshop (or other paint programs) would be the way to go for these shortcuts as most people who paint textures will be using these programs and having similar shortcuts would make it quite easy to shift between them when needed.

Just tested that in Photoshop, that doesn't work here? All I get is the brush menu?

If you just click the RMB, you get the brush menu. If you press+hold ALT and then press+hold+drag the RMB and drag left/right, you get a circle showing you the brush size and hardness. Keep holding the ALT and RMB and drag left/right to increase/decrease size and up/down to increase/decrease hardness. I've used this shortcut for years because it's interactive (and much better than using the bracket keys).

Newest Photoshop here. That most certainly does not work by default. The Brush menu appears every time.

If you're on a Mac, it's Control + Option plus drag left/right (according to a website ... I'm on a PC).

I'm also running the latest Photoshop CC 2018 and it most definitely does work. If you do a Google search, you can see people talking about it (especially when it stopped working for them due to Windows 10 updates, Wacom driver issues, etc.).

For CC 2018, Adobe now says to use CTRL+ALT+RMB drag left/right, up/down. So, give that a try. Surprisingly, BOTH work for my on my system.

What follows is from an Adobe blog article on this (http://blogs.adobe.com/jkost/2017/05/brushes-and-painting-tool-shortcuts-in-photoshop-cc.html):

  1. Resizing Using the HUD (Heads-Up Display)

On Mac: Control + Option (Mac) –drag left/right in order to decrease/increase brush size and up/down to decrease/ increase brush hardness.
On Windows: Control + Alt + Right click -drag left/right to decrease/ increase brush size and up/down decrease/ increase brush hardness.
To use the change Brush Opacity (instead of the Brush Hardness), based on the vertical drag movement, select Preferences > Tools and uncheck “Vary Round Brush Hardness based on HUD vertical movement”.

Aha, yes, it works, but your explanation was wrong. To do that in Photoshop 2018, you have to hold Ctrl+Alt+LMB-drag. No RMB involved.

No. It is RMB. Even the Adobe docs say so (see my post above):

"On Windows: Control + Alt + Right click -drag left/right to decrease/ increase brush size and up/down decrease/ increase brush hardness."

This has been in Photoshop for over a decade at least. I've been using this since at least PS4.

When a brush is selected, ALT+LMB has always given Photoshop users access to the Color Picker tool. ALT+RMB provides access to the ability to interactively adjust brush size/hardness.

Yes, but Ctrl+Alt+LMB is the thing you were referring to. At least in the latest Photoshop on Mac.

Sigh. No. I was not because, as stated, I am on a PC. I can't speak for a Mac as I don't own one. So, no, I was not explaining things incorrectly. It was and is still the RMB on the PC. However, because it wasn't working for you, I did post, from the Adobe blog, how it works on the Mac as well (see my posts above). Sorry for the confusion ...

This comment was removed by Luis Burdallo (LuisB).

All this talk about ergonomics is moot for left-handed users like me. The default layouts in the apps discussed here, like blender's, are all right-handed creations for right-handed people.

I prefer that you make key mapping easy to do, redo, undo, save and export.

I'm going to have to make my own keymap anyway.

Currently in Blender 2.79, under the Circle Select Modal keymap, C key Release event can be set as Confirm, essentially making it only work when it is pressed.

This simulates well allowing navigation in between selection strokes, when in reality it just quits the modal operator.

That would be so much better for my tired hands. I'm not sure it's available on all platforms.

I cannot find this setting, nor reproduce the behavior, that duarteframos describes here. I'm using 2.79 on a Mac. None of the available KeyMapItem.value options are "Confirm" and none of the available options produce the behavior described.

For those interested in a quick way of finishing/canceling the C select mode, a right-click will do it.

Consider using Max's viewport rotate/pan/zoom shortcuts to avoid conflicts with LMB shortcuts and actions, since all off them are based on MMB shortcuts. It wount affect LMB and RMB in any way. I´m already using them without any issue in blender for some time.

@amon paike (amonpaike) Although it's not in the list yet, I believe Ctrl+A is far more standard than A/Alt+A for select all.

Agreed,.... totally.