Blender 2.8 Blender Keymap changes
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Description

This is an ongoing topic, design is not final
Update: We recently added the ability to detect drag events separately from regular key-presses, so we now have the ability to use pie-menus as a secondary input method for keyboard events. For this reason, we are experimenting with reinstating the Tab key for mode switching, so that pressing Tab works as before. However, holding Tab while dragging enables a pie menu for mode-switching. This exact configuration is experimental, but committed for further testing in the Blender Studio. We may apply this approach to other hotkeys too later on.

In Blender 2.8, we want to make some changes to the default keymap. The goal is not to do a complete overhaul of the Blender keymap, but rather to identify specific problems and then solve them. Blender 2.8 will require some amount of relearning, so now is a good time to address some of the keymap issues we have.

Current State (testing)

For now this shows the new keymap for people who want to use 2.8

The list of changes which have been applied is maintained here: T55194

Previous State (Blender Version rBcfc4805455b)

lots of information is interesting, but content is not matching current Blender 2.8 state.

Issues

Specifically, we want to address these issues:

  • Mode selection is very inconsistent
    • Switching to some modes is not possible from certain modes
    • The hotkeys to change modes changes depending on the active mode
    • Tab to toggle Edit Mode is fundamentally in conflict with the fact that we have more than two modes
  • The laptop-oriented option ‘Emulate Numpad’ is not good
    • It makes switching between desktops and laptops a pain when they are not consistent
    • The row of number keys don’t spatially communicate the view directions, unlike the numpad numbers
    • It’s a pain for users to have to manually switch this setting depending on the keyboard they are using.
  • Space bar to switch active tools conflicts with the Operator Search feature
    • It’s inconsistent if it’s double tap space some places, and single tap space in others
    • It makes Operator search slower to access if you have to press space twice.
  • Number keys to switch layers no longer map well to 1-9 number row keys
    • We can now have an arbitrary number of collections, not just 20
    • Users can also have less than 20 collections, rendering the number keys useless in that case
    • Collections can be nested, so mapping to 1-9 will produce unexpected behaviour
  • We have many shortcuts for specific enum settings (eg period for 3D Cursor Pivot)
    • This makes it hard to learn all the shortcuts, because users have to remember many hotkeys for one feature
    • This makes our keymap very bloated, because one feature (eg pivot point) uses multiple keyboard keys
    • This means many useful features (eg orientation) cannot be quickly accessible from the keyboard

Changes

With the above problems in mind, here’s how we are thinking of changing the default keymap in Blender 2.8:

Switch Modes: Ctrl-Tab + Pie menu

We want to keep using the Tab key for mode switching, but make it more consistent and better suited to switch quickly to any mode. We do this by keeping the old tab-to-editmode behavior, but also making it so you can hold Tab and drag to spawn a pie menu with all the modes available. Pie menus can be very quick to use, because you can simply flick using a gesture while holding Tab.

Switch Collections: Dash (-)

For Collection (layer) switching, we can no longer use the number keys as we did in the past, because of the fact that users can have an arbitrary amount of Collections, and because they can be nested.

However, we still want to enable a quick way to switch between them using a keyboard-centric workflow, like so:

Users can hit the dash key, which opens a menu of Collections under the mouse cursor. They can then simply click each Collection to set it to Local View, hiding all the other collections.

Also, these Collections are dynamically assigned a hotkey, which becomes active and visible when this menu is open. If Collections are nested, users can hit two number keys in a row to jump to nested collections.

Operator Search: F3 (Cmd-F on OSX)

This can make the Operator Search feature more consistent, so it’s always one keystroke away.

Switch Tools: Space

Makes switching the active tool very easy and accessible. It can become context sensitive to fit with the mode and editor.

Applications where a tool system is the only way to access functionality often bind these tools to keys.
Blender already has a fast, keyboard oriented workflow, which we don't want to drop at the expense of introducing a tool system.

On the other hand, a tool system does not have to be inefficient (if an add-on adds a useful tool to the toolbar, we should have a fast way to access it).

Using space as a modifier key allows the full set of keys to be used for tool access without conflicting with existing bindings.

Tools key bindings are set based on the keys used for immediate (non-tool) access.

This way pressing:

  • G grabs
  • Space-G sets the grab tool.

... same for scale, rotate .. etc.

This way experienced users who are familiar with Blender's shortcuts can keep the toolbar hidden and occasionally access them via keys they already know.

Notes:

  • Tools without immediate access auto-assign a key.
  • Holding Space, moving the cursor and releasing can be used as a quick way to switch tools (like a pie menu).
  • Arrow keys can also be used to navigate to a different tool - starting from the active tool.
Enable specific Sculpt & Paint Tools: Various direct keyboard shortcuts

To make Blender more consistent, we want to the number rows to behave consistently. For this reason, we would like to remove the number keys to switch tools in paint and sculpt mode. However, there will still be ways to use hotkeys for switching tools, just not the number row keys. In Paint & Sculpt modes, the hotkeys will be displayed in the toolbar. Users can also use the space bar to get a quick menu and change tools this way.

Viewpoint Switching: Numpad numbers & Tilde (~) Pie Menu

This makes it more consistent, so that the number keys work in a consistent way, both for laptops and desktops.

Switch Workspaces: Ctrl+Tab (next) & Ctrl+Shift+Tab (previous)

With Blender 2.8, we are introducing workspaces. We want to make switching between them easy. We want to make it work like switching browser tabs.

Pivot Point: Period (.) to cycle though them. Hold period (.) to display pie menu with all pivot options

This makes it easier to use, because users only have to remember one shortcut key for this one feature. Users can either use the period key to cycle through pivot options, or they can hold down period to display a pie menu for quick switching.

Orientation: Comma (,) to cycle though them. Hold comma (,) to display pie menu with all orientation options

This makes it easier to use, because users only have to remember one shortcut key for this one feature. Users can either use the comma key to cycle through orientation options, or they can hold down comma to display a pie menu for quick switching.

Here’s a more concise overview of the changes:

KeyChangeStatus
Edit ModeTabdone
ModeTab+dragdone
Sub-modes( Vert/Edge/Face)1, 2, 3done
SearchTIlde or F3done
Active Tool SwitchingSpacedone
Workspaces SwitchingCtrl+Tab & Ctrl+Shift+Tabdone
Pivot SwitchPeriod (.)
Orientation SwitchComma (,)
Viewpoint SwitchingNumpad Numbers & Tilde key (~) Pie menudone
Collections SwitchingDash (-)
Favourites MenuQdone
Context Sensitive MenuWdone
Current Blender Keymap Inconsistencies

Anton Atnoguzin mailed us with a list of inconsistencies in Blender's current keymap. Here's a list:

Current InconsistencySimilar ToFixStatus
Image EditorUnwrap: E3D View Unwrap (U)Udone
Mesh Edit ModeVertex Ungroup: NoneObject Mode Ungroup (Ctrl-Alt-G)Ctrl-Alt-Gdone
Select Mirror: NonePose Mode Select Mirror (Ctrl-Shift-M)Ctrl-Shift-Mdone
Lattice EditProportional Edit Connected: NoneProportional Edit Connected (Alt-O)Alt-Odevelopment needed
Flip Ctrl-FSwitch Direction (Armature) & Flip Quats (Pose) (Alt-F)Alt-Fdone
Pose ModeFlip Activate/Selected Bone: Shift-Ctrl-FSelect Mirror (Shift-Ctrl-M)Shift-Ctrl-Mdone
DopesheetSample Keyframes: Shift-OConflicts with Proportional Edit Profile (Shift-O)Shift-Alt-Odone
Mirror: Shift-MMirror: (Ctrl-M)Ctrl-Mdone
Graph EditorSample Keyframes: Shift-OConflicts with Proportional Edit Profile (Shift-O)Shift-Alt-Odone
Mirror: Shift-MMirror: (Ctrl-M)Ctrl-Mdone
Node EditorUngroup: Alt-GUngroup(Ctrl-Alt-G)Ctrl-Alt-Gdone
Animation ChannelsUngroup: Alt-GUngroup(Ctrl-Alt-G)Ctrl-Alt-Gdone
NLAAdd Meta-Strip: Shift-GAdd Meta Strip (Sequencer): (Ctrl-G)Ctrl-Gdone
Remove Meta Strips: Alt-GRemove Meta Strip (Sequencer): (Ctrl-Alt-G)Ctrl-Gdone
Particle ModeTools: NonePaint Tools (Various)Various
OutlinerAdd Driver: DAdd Driver (Ctrl-D)Ctrl-Ddone
Remove Driver: Alt-DAdd Driver (Ctrl-Alt-D)Ctrl-Alt-Ddone
Duplicate Object: NoneDuplicate Object (Shift-D)Shift-Ddevelopment needed
Duplicate Object Linked: NoneDuplicate Object Linked (Alt-D)Alt-Ddevelopment needed
Clip EditorCenter Current Frame Numpad Period (.)Center Current Frame (Numpad 0)Numpad 0done
SequencerUnMeta Strip Alt-GUngroup (Ctrl-Alt-G)Ctrl-Alt-Gdone
Mac Keymap

We want to improve support for Mac keyboards in two ways:

  • We want to globally support the Cmd key in addition to Ctrl
  • We want to support Backspace for Delete

Details

Type
Design

Related Objects

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

It would be neat if there was a "cycle" option for the "type" selector in the key binding menu. I'd like to press "z" and it goes to the next mode of shading

is there a way to set up search as double space?

F3 doesn't work from the toolbar menu and it's just personally irksome to have to take my hand out of typing position when i'm about to have to type.
setting it as double click spacebar seems to be ruined by the toolbar popup on space.

I dont see how Select-all can be unpredictable, for me it works fine.

I tried the last blender, please make a A - toggle selection again its freakin anoying how it locks blender.

Continuously pressing A is way more plesant than having to think "Wait this is not Alt, I pressed the wrong button again"

Find-operator should be on /. This is the key used in Gimp for its search function.

F3 doesn't work from the toolbar menu and it's just personally irksome to have to take my hand out of typing position when i'm about to have to type.
setting it as double click spacebar seems to be ruined by the toolbar popup on space.

Fixed rBb2d8f834446c5545efae8a824a6197e2b338ec00

Find-operator should be on /. This is the key used in Gimp for its search function.

Agree, would be nice to use this for searching (edit, this is used for search in other applications too - Firefox, Vim, even Facebook & YouTube use this).

OTOH, why would the default search function search for tools? - Wouldn't it be useful to add the ability to search for content, based on the editor type based on names, or file paths, or asset tags? (objects, images, layers, sequence strips .. etc)

OTOH, why would the default search function search for tools? - Wouldn't it be useful to add the ability to search for content, based on the editor type based on names, or file paths, or asset tags? (objects, images, layers, sequence strips .. etc)

why wouldn't it search for tools? sometimes you know the name of what you're wanting but not the hotkey, not everything has a hotkey, sometimes tools are added with addons (like looptools for example).
though i agree it might be useful to add the ability to search for other things.

This comment was removed by Campbell Barton (campbellbarton).
This comment was removed by Campbell Barton (campbellbarton).
This comment was removed by Campbell Barton (campbellbarton).
This comment was removed by Campbell Barton (campbellbarton).

While none of the comments removed just now were inappropriate, the general direction was moving off topic.

Turning into forum style back and fourth only loosely related to this design task.

For more general discussions relating to Blender's keymaps, post here:

This comment was removed by Campbell Barton (campbellbarton).
This comment was removed by Campbell Barton (campbellbarton).
This comment was removed by Campbell Barton (campbellbarton).

@Jean Da Costa machado (jeacom256), please move discussion to the links posted above.

If you have a statement which you feel helps this design task progress, make it. But try avoid noisy forum comments/disagreements here.

Numpad + / is used in 2.79 as Local view. / could be used for keyboards without numpad and numpad emulation mode as there is no key for this action when numpad is missing. But as ~ is used in 2.8 for view pie menu, then maybe some ~ related shortcut is needed like e.g. Alt + ~

@https://developer.blender.org/p/looch/ Heavy scene issues make sense about the alt+a hotkey. Selecting everything can be a killer. I can always customize my hotkeys :)

for compact keyboards without a numeric keypad, convenient shortcuts are required for the very essential "frame select" command (numpad .)
and also for the "local view" command (numpad /)

There's no option to select and toggle v/s/r recursively in outliner. Ctrl key is now used to isolate selection by ctrl+clicking on visibility icon (but seems like without possibility to reverse action as alt+H shows all objects regardless of state). Maybe alt or shift +click on object icon and v/s/r icons can be used for this now (as previously ctrl), as this is feature is essential for working with parented objects.

Most tools in edit mode leave the current selection selected so that you can continue doing other actions to the selection. If you are done and want to see how the action looks like without distracting selection highlights, you have to deselect. It is always a thing you do, you deselect after doing anything, to see how it looks. Previously it was super easy with "a". Now it is cumbersome with "ctrl-a". "A" now is the super rarely used "Select All".

I'd rather switch these two, "a" deselects all, "ctrl-a" selects all. That, or keep "a" for selection, and use another key without modifiers for deselection.

Or, you just go to the Tool Shelf, expand the Display panel, and uncheck and recheck “Outline Selected”. No need to actuallly change the selection at all. Simples!

Juan (ancientbuho) added a comment.EditedAug 12 2018, 5:52 PM

Or, you just go to the Tool Shelf, expand the Display panel, and uncheck and recheck “Outline Selected”. No need to actually change the selection at all. Simples!

Thank you but sorry, that doesn't help.

First, it's way more work than even alt+a, considering that you'll have to re-enable it to be able to start new selections and that it's quite buried between other options.

Second, it doesn't work with selected vertices in edit mode.

Third, being able to quickly deselect is still quite important - removing the highlight is just one reason. This is why I deselect:
+ Clear selection after doing a set of actions. Example: extrude a face 4 times. "a" to deselect. Ctrl+click to lasso-select new vertices. If you don't do "a", you add to the previous selection. Super-common use case.
+ Clear selection after selecting the wrong things to start over.
+ Clear selection before navigating somewhere else in the scene. Why? You don't want to leave stray things selected that may be accidentally added to new selections.
+ Clear selection to just make sure nothing is selected before doing something.

Really, I didn't know how much the "A" key was used after I tried 2.8. With the exception of right-clicking to select, every selection tool (lasso, box, circle select) adds the new selection to the previous selection without modifiers. That's awesome, and allows for quicker workflows. This behavior relied on a quick deselection shortcut for it to not be annoying though.

Other graphics software (I am thinking of 2d vector programs) clear selection via other means, such as deselecting when clicking outside of the selected items. But Blender doesn't unselect when clicking outside of the selection because that's used for "grab / move" the selection. So, "A" was filling that void.

Hi! I was wondering if changing V / Alt-V for controlling the backdrop zoom in the compositor had been considered yet, I've always found that confusing and to me it doesn't really make sense.
Maybe that could be assigned to Alt-Mouse wheel, it would be coherent with Alt-MMB currently used to move.

Alt + A for deselection is freakin anoying for sure.

Could I make a suggestion?

Pie meus are the best workflow assist that any user has ever seem.

Lets apply the same solution that was taken on Tab for edit mode:

Just make A invoke a Pie menu with several selection options if it was dragged, in special: Deselect and Invert.
If there's no drag event it behaves like before.

Just to give my opinion without trying to generalize what I personally like, with what others may like or suits them.

I do not feel comfortable with Pie Menus, I do not use it.
About Alt+A, I have found certain advantages to this new behavior and in fact I have started to like it. For example you do not need to be looking at the screen and analyzing the scene to be completely sure that you have selected or deselected all.

I am not able to find the shortcut to set origin in 2.8, earlier it was ctrl+shift+alt+c, anyone knows what is the shortcut in blender 2.8?

@vikrant singh (vikrantsingh47) Hi Vikrant, It's currently not bound to any shortcuts for the default 2.8 (minimal) keymap. You'll have to manually create/bind it in the input settings.

User Preferences > Input > Expand 3D View section. --- Under 3D View, look for Object Non-modal section. Then click on Add New button. --- Then paste this operator line into the empty box; object.origin_set -- Set keybind to Shift Ctrl Alt C, as shown in the image and you can have the Set Origin functionality back as before. :) Hope this helped. Cheers.

About: continuous grab + Select LEFT + emulate 3-button mouse

Hello all - since I'm new to this phorum:

my name is Martin, coming from 3DS / XSI / Houdini (since 1999, non-professional CG)

I've been looking at blender for a while now: you are doing an AMAZING job!

Context:
While I like Houdini a lot for all its technical aspects and can do's,
node-based construction can be so uninspiring to the "creative side" (Hello Mari ..)

All I was hoping for was a different UI, more like modo, and as of yesterday:

  • I'm on blender now. Again: great job you did there, THANK you very much! -

(As a developer I might even dive into things and help out as time allows)

Now, reason for this comment as call for help:

I'm mainly using ol' trackman but without RMB clicks due to CTS,
and with the adjusted settings (see below) most things work just fine (less the issues already on your radar), but one remains:

After selecting anything by mouse action it keeps grabbing things. I suppose this is "continous grab"?

  • It's not turning off
  • G to grab/move is fine

a) How can I disable grab on mouse action / select after releasing the button?
b) It appears, if object has been moved, click deselects at first, but in some instances (e.g. tab > edit mode) one click
(intended to select vertices) keeps grabbing the points right away, and points are moved without warning.

It's a complex issues altogether, I understand.
For now it would help to be able to disable the continuous grab on mouse action/select, but keeping it a G

Any help or hint would be much appreciated,

Thanks and keep up the excellent work,
I'll stay in touch :)

Cheers,
Martin.

Current Blender Keymap Inconsistencies:

V - Merge vertices
Alt+V - Rip verices
have horrible defaults

Tilde for searching is bad soulution, because, obviously, ~1 ~2 ~3 is for switching modes (verts, edges, faces), while 1 2 3 4 5 is for setting collections visibiliy or whatever there will be there instead of layers to provide ability to compare modeled objects to refrence volumes. Didn't you forgot, that Blender 2.79 can be used for complex modeling?
So stop killing that feature already!

By the way, what is the problem with spacebar?))
Who will dare to say "it is not consistant" to professional modeller and developer?

Current Blender Keymap Inconsistencies:

V - Merge vertices
Alt+V - Rip verices
have horrible defaults

Unless you explain the reason or offer an alternative this is not helpful very much.

I personally have :

Ctrl+V as vertices menu
Shift+V as remove doubles
V as rip vertices
Alt+V as rip faces

Well, because of relevance.
Button is action, alt+button is inverse action - common logic of most functions in b3d

Obviously, M is too far away from WASD to be convenient at any circumstance, you have to move your hand to press it, but this function is used very often.
So V for merging Vertices is direct action, alt+V - getting opposite is easier to use and remember.

Shift+F as remove doubles (can be described as Fuse / Frit) while Shift+C (Camera flyover) that stands for flyover camera navigation are looking much more pleasant.

There are also some less convenient but yet a lot of useful for edit mode

Alt+D - cursor to selected (while it isn't used at all in edit mode)
Shift+X - Assign current material to selection (fast and allows to painting materials fith latest selected polygon at fullscreen)
Q - select linked all (it seem be almost impossible already, but this is much more convenient than L for this incredibly popular action in modeling)

Because are free
Alt+W - mark edge seam
Alt+Shift+W - unmark edge seam
Alt+Shift+E - mark sharp
Ctrl+Alt+Shift+E - unmark sharp

And super secret, but also the most clever and convenient - RMB for move view (including knife tool navigation re setup).
That brings incredible freedom of full onlymouse navigation, removing need to use both hands...
every single time
...you need to pan your view.
This one is pro setup of enlightenment level I would like to share with you.

Actually, Alt+D is used in edit mode, it's the "extend vertices" operator. Also Q in 2.8 calls the quick favorites.

Yes, that's why I called Q almost impossible.
Yes, Alt+D was binded before extend vertices were invented, so extend was moved to Alt+Shift+D.
However, this one is not much important and depends of modeling (CAD/organic) style.

What about Shift+N - flip normals, ctrl+shift+N - recalculate?

(I use ctrl+Q and strl+shift+Q because of relevancy)

We can now have an arbitrary number of collections, not just 20

Yes.
But there is the trick - layers were used for quick visual control.
Users can control 20 with keys, and that is enough for quicksorting and managing scene.

My proposal was to hold all unsorted collections as bottomless layer 0, any new collection that was created goes there, so user can place desired collection to one of 19 controllable layers (numrow 1-9) in order to provide it's visual control and quick recall on demand.
If there will be no collections to sort - layer 0 will became empty, that will mean, that scene is fully under visual control.

This concept allows to use 1-9 nums and also prevents visual layer's gui.

We not only have infinite possibilities of collections, but also sub collections. In my opinion, the best way to manage them quickly is with a hotkey + numpad. It would also be ideal if developers could achieve a method to visualize better position number of collections in the outliner stack.
https://devtalk.blender.org/t/blender-2-8-user-interface-design/505/594

Given that collections have names, isn’t the most logical thing to do is allow typing the initial part of the name, and offer some kind of autocomplete?

Given that collections have names, isn’t the most logical thing to do is allow typing the initial part of the name, and offer some kind of autocomplete?

What for?
To find some? Maybe.
To isolate some of them and temporaly switch off for comparing something? Really not.

We not only have infinite possibilities of collections, but also sub collections. In my opinion, the best way to manage them quickly is with a hotkey + numpad. It would also be ideal if developers could achieve a method to visualize better position number of collections in the outliner stack.
https://devtalk.blender.org/t/blender-2-8-user-interface-design/505/594

Placing something in outliner stack means permanent outliner scrolling.

Current Blender Keymap Inconsistencies:

V - Merge vertices
Alt+V - Rip verices
have horrible defaults

Not sure what you mean: V is Rip not Merge.

Please consider disabling this option is always annoying for beginners

Please consider disabling this option is always annoying for beginners

Which option?

What about Shift+N - flip normals, ctrl+shift+N - recalculate?

(I use ctrl+Q and strl+shift+Q because of relevancy)

With the new menus flip-normals isn't available in the context menu or the face menu.

We could have a key binding to access this, will check with @William Reynish (billreynish) & @venomgfx since I think this is a commonly used operation which could be in a popup or have its own key.

We could add Flip Normals to the contextual menu

Not sure what you mean: V is Rip not Merge.

Yes. I mean
that RIP function
was set to V as mistake
and there should be Merge instead of it
to make it clean and match "action" - "alt-antiaction" pattern for V and alt+V

I've made explanation further my post about it

With the new menus flip-normals isn't available in the context menu or the face menu.
We could have a key binding to access this, will check with @William Reynish (billreynish) & @venomgfx since I think this is a commonly used operation which could be in a popup or have its own key.

It will be nice solution, because it is one of two basic normals operations, it will definitely deserve to be placed together with recalculate normals in gui and share close enough shortcuts.

Please consider disabling this option is always annoying for beginners

Which option?

disable "translate move tweak "
it always happens that the selected object is hooked to the cursor
for "left click" key map

@carlos (c17vfx) wrote:

it always happens that the selected object is hooked to the cursor
for "left click" key map

That's because what you really do is "Grab" the object. That is why it was always called "Grab" before 2.8, and this is very useful. While you keep "grabbing" the object, you can perform actions, such as the Middle Mouse Button of the Mouse or the pen of a graphics tablet, or from the keyboard.
I was a beginner and I never had a problem with it. Maybe only for those who are used to other programs.

I confirm, translate tweak is useful, especially in edit mode.
It is better to new users to handle this feature, than turn it off.

In Blender currently we have to click "x" and choose from a menu to delete in edit mode. This could be simplified easily I think. Just pressing "x" after selecting an edge/s or vertex/vertices would just delete it away with any faces linked with it If it's a face you selected than it would delete that faces or faces. Pressing "SHIFT + x" would dissolve edges, vertices, or faces. And "CTRL + x" would bring up the traditional Blender "delete menu". Comment any suggestions you might have to perfect this idea. And if any developer decides to implement this in Blender please let me know in the comment section, cause otherwise I'll be on tender hooks xD. Thanks.

@James Prakash J C (Artstallion), Ctrl-X is currently used for dissolve for mesh, curve, armatures and nodes.

@Campbell Barton (campbellbarton) , I just checked, yea you're right. then shift + x could be for the delete menu. But personally I found that shift + x is more kinda accessible.

Hi.
Why the ALT key is not used for subtract in sculpt mode, instead of CTRL? It would be more in line with how generally the hotkeys work in Blender (A/ALT+A, H/ALT+H etc), and also would be more compatible with other sculpting apps like ZBrush etc..

@Campbell Barton (campbellbarton) , I just checked, yea you're right. then shift + x could be for the delete menu. But personally I found that shift + x is more kinda accessible.

Shift-X is delete globally (in object mode - removes from all collections).

I have another proposal about Deleting (X), Linking (Ctrl+L), Merging (V for me), Specs (W), Edges/Faces/Verts (Crtl+E, Ctrl+F, Ctrl+V) and other similar menus behaviour.

While working you often need the same operation in a row, for example
X - Dissolve Edges, X - Dissolve Edges, X - Dissolve Edges while clening mesh, or
Ctrl+L - Materials, Ctrl+L - Materials, Ctrl+L - Materials for setting up materials, or
Ctrl+E - Edge Bevel Weight, Ctrl+E - Edge Bevel Weight, Ctrl+E - Edge Bevel Weight for marking edges

My proposal is to set last selected action on double press of same shortcut, that calls menu

For example,
pressing XX will dissolve edge if it was last deleting operation,
pressing VV will merge at center, if it was last merging operation,
Ctrl+E - E (quick pressing E second time while still holding Ctrl)- will set Edge Bevel Weight if it was last from Edges menu, and so one.

Double press on new scene will call first menu element, if there were no other option called from menu before

@Paul Kotelevets (1D_Inc) your proposal conflicts with menu accelerator keys which use letters already,

IMHO your suggesting changes which are outside the scope of this task.

IMHO your suggesting changes which are outside the scope of this task.

Maybe yes.
Maybe there will no longer be such an opportunity for this.

Menu accelerator keys cannot match with menu item keys (otherwise, you need to block menu manually),
and if to press any calling menu keys twice there is just no any reaction by default - so all of them are free.
Оn the other hand, there is a lot of double pressing realizations already, like GG, RR, GXX, SYY, II etc, that, basically, calling single suboptions like local axis restriction.

So, everything is pretty much ready for such concept implementation.
That would be great workflow speedup.

Hi.
Why the ALT key is not used for subtract in sculpt mode, instead of CTRL? It would be more in line with how generally the hotkeys work in Blender (A/ALT+A, H/ALT+H etc), and also would be more compatible with other sculpting apps like ZBrush etc..

Good point.

Obviously, because Alt is not better than Ctrl.
It is harder to find by touch and some keyboards have only right Alt.

Also compartibility with Zbrus? Program with interface and navigation which loose to sculptris? A 2.5d painting program, where all sculpt is just creating brush for painting?
No, we don't need compartibility with such program.
We'll let them chance to take Ctrl as better option from Blender.

@Paul Kotelevets (1D_Inc) If you think about consistency inside of blender, you'll realize that using ctrl for subtract doesn't make sense there.

@Paul Kotelevets (1D_Inc) If you think about consistency inside of blender, you'll realize that using ctrl for subtract doesn't make sense there.

There is noting can be about consistency but about relevance and accessibility.
Relevant functions should be accessible easier, not "like in Zbrush" or "Substance Painter."
If you are setting default button to a key, that even don't exist or is moved on some keyboard types, obviously, you are making mistake.

Also.

There is no consistency about Alt in sculpting, because it is not shortcut, as far as it requires pressing.
So both Alt and Ctrl have the same consistency.

@Paul Kotelevets (1D_Inc) If you think about consistency inside of blender, you'll realize that using ctrl for subtract doesn't make sense there.

There is noting can be about consistency but about relevance and accessibility.
Relevant functions should be accessible easier, not "like in Zbrush" or "Substance Painter."
If you are setting default button to a key, that even don't exist or is moved on some keyboard types, obviously, you are making mistake.

Also.

There is no consistency about Alt in sculpting, because it is not shortcut, as far as it requires pressing.
So both Alt and Ctrl have the same consistency.

What you are saying makes no sense to me, but no worries. If people is ok with it, then it's fine. I changed my hotkey to alt already. Cheers. ✌

Note that I can't keep track of this discussion - enough of these comments are too vague or assume we know exact behavior of other software.

Please try make your comments self contained so we can understand them.

YAFU (YAFU) added a comment.EditedMon, Nov 5, 3:38 AM

Ctrl is not really Subtract in sculpt mode. Ctrl does the opposite of the selected brush mode you have. If you are in brush Subtract mode, then Ctrl add.
What I think (not sure) we are missing is the possibility of assigning a shortcut to an Add/Subtract toggler to change the mode without having to permanently keep pressing a key, and probably if it were possible I would assign Alt to that toggler (or Alt+something).

Ctrl is not really Subtract in sculpt mode. Ctrl does the opposite of the selected brush mode you have. If you are in brush Subtract mode, then Ctrl add.

Of course that's what I mean. I'm saying subtract just for easy understanding, since most common brushes usually come in add mode by default. And yes, as you probably know, that's usually the purpose of the ALT key, to do the opposite of a action. That's why I also think the alt key would make more sense for that. And as a bonus it would make the jump between blender and zbrush more painless. Now I'm trying to figure out how to map the mask brush to the ctrl but only while I'm pressing it. Don't know if that's possible tho. ✌

@Campbell Barton Sorry. We are just discussing the use of the ALT key instead of the CTRL in sculpt mode, to do the Invert action of the brushes (add/subtract). Currently it's the ctrl key, but alt seems more appropriate imo.

@Paul Kotelevets (1D_Inc) If you think about consistency inside of blender, you'll realize that using ctrl for subtract doesn't make sense there.

There is noting can be about consistency but about relevance and accessibility.
Relevant functions should be accessible easier, not "like in Zbrush" or "Substance Painter."
If you are setting default button to a key, that even don't exist or is moved on some keyboard types, obviously, you are making mistake.

Also.

There is no consistency about Alt in sculpting, because it is not shortcut, as far as it requires pressing.
So both Alt and Ctrl have the same consistency.

What you are saying makes no sense to me, but no worries. If people is ok with it, then it's fine. I changed my hotkey to alt already. Cheers. ✌

Well, if you changed it to yourself, it seems, your keyboard even have an Alt button, so problem has gone.
Ctrl don't need to be changed because that change already not making sense to you)

how you guys going to handle lasso masking? i think right now it's shift+ctrl which only adds i don't think works well..probably should be exposed as a separate mode that only activates when ctrl is on, like other sculpting apps.... so the hotkeys is ctrl adds and ctrl+alt subs whenever the mask mode is active..

Please consider disabling this option is always annoying for beginners

Which option?

There is problem of "shaking hands" - you can accidently drag something, for example, trying to grope object that you need through a bunch of other objects in wireframe mode, by clicking LMB too fast and moving mouse a bit with every single click.

That's happening like this
LMB click - drag - LMB click
and instead of "select something wrong, aim other object, try to select it"
you "started moving something already selected, then move it a bit and confirm it's new location"
Then you are pressing Ctrl+Z, and in a large scene it tooks one or two eternities to undo that little shift.
Unfortunately, this transform.translate function is useful when it is used as it was designed - for quicks moving objects, or, for example, retopology.
I'm pretty trained modeller, so I handle it with pressing LMB-RMB for every selection.
Here is GIF

So, kind a solution can be delay timer in transform.translate , that blocks accidental LMB releasing, making this action look like
LMB click + drag (starts timer ~0.3 sec) - LMB clicks doesnot work untill expired timer allows to confirm with LMB click.
That's explanation of this trouble.

how you guys going to handle lasso masking? i think right now it's shift+ctrl which only adds i don't think works well..probably should be exposed as a separate mode that only activates when ctrl is on, like other sculpting apps.... so the hotkeys is ctrl adds and ctrl+alt subs whenever the mask mode is active..

That's what I'm talking about. Ctrl should be only for mask operations, and alt for the invert action.

About accessibility and relevance.

Sculpting gets higher priority in relevance, so it uses easy acces buttons:
LMB - nice for direct sculpting
Ctrl+LMB - nice for substractive sculpting (as it is used more often it uses key with easier access.)
Shift+LMB - nice for smoothing

Lasso priority is lower, so it uses more complex and hard to reach buttons
Ctrl+Shift is nice for lasso.
Alt or Alt+Shift should be inverted lasso selection in sculpting - because ALT is still not present on some keyboards and it can be replaced with Ctrl+Shift "Value inverted" setup.

About accessibility and relevance.

Sculpting gets higher priority in relevance, so it uses easy acces buttons:
LMB - nice for direct sculpting
Ctrl+LMB - nice for substractive sculpting (as it is used more often it uses key with easier access.)
Shift+LMB - nice for smoothing

Lasso priority is lower, so it uses more complex and hard to reach buttons
Ctrl+Shift is nice for lasso.
Alt or Alt+Shift should be inverted lasso selection in sculpting - because ALT is still not present on some keyboards and it can be replaced with Ctrl+Shift "Value inverted" setup.

i don't think which keys accessibility matters more than the functionality. the user can always switch them for his/her own preferred workflow as long as it's provided and not hard-coded. their functionality is the big concern here, how the masking works in term with other brushes...etc, personally i use masking more often and i prefer adding/subtracting than smoothing in general but i think others opinion matter.

The command "Center View to Mouse” is missing from the new keymap (used to be Alt-F). I also posted this in the blenderartists thread.
The problem with this is, that this command can only be used as a hotkey. It has an immediate action, and it uses the exact location of the mouse cursor. It wouldn't work from a menu. Could you please add it back? The command is "view3d.view_center_pick".

Even better if it has a one-key shortcut, it is a very quick and precise way to navigate the 3D view, about on the same level as rotating, panning and zooming.

The command "Center View to Mouse” is missing from the new keymap (used to be Alt-F).

...

Even better if it has a one-key shortcut, it is a very quick and precise way to navigate the 3D view, about on the same level as rotating, panning and zooming.

Indeed, I use F button in object mode for "view3d.view_center_pick" and doublescroll as zoom selected in edit mode.
A very useful function, definitely needs attention.