Per viewport transform gizmo settings for select tools, remove transform tool #63518

Closed
opened 2019-04-12 08:33:05 +02:00 by Brecht Van Lommel · 36 comments
  • Remove Transform tool, keep only individual Move, Rotate, Scale as tools.
  • When any of the Select tools are active, have icon toggles to show [Move] [Rotate] [Scale] gizmos.
  • These are stored per 3D viewport.
  • Other tools may expose these as well if the gizmos don't conflict, to be investigated.
* Remove Transform tool, keep only individual Move, Rotate, Scale as tools. * When any of the Select tools are active, have icon toggles to show [Move] [Rotate] [Scale] gizmos. * These are stored per 3D viewport. * Other tools may expose these as well if the gizmos don't conflict, to be investigated.
Campbell Barton was assigned by Brecht Van Lommel 2019-04-12 08:33:05 +02:00
Author
Owner

Added subscribers: @brecht, @WilliamReynish

Added subscribers: @brecht, @WilliamReynish
Brecht Van Lommel changed title from Per viewport transform gizmo settings for select tool to Per viewport transform gizmo settings for select tools, remove transform tool 2019-04-12 08:41:27 +02:00

While these topics aren't in conflict w/ the items listed in the task, I'd like to generalize the solution.

  • Camera FOV/DOF, Lamp-spot-size etc are a category of gizmo's (currently called "Active Object" in the overlay).

    Note: we could rename these to "Context Gizmo"... or pick some other name.

  • The transform gizmo can be considered in the same category.

  • We may have many more gizmos like this (camera shift, light radius/custom-distance/clip-range... etc).

  • These will have toggles (most off by default).

Even ignoring the transform tool we will eventually want something like this AFAICS.

The main difference w/ the proposal here is I'm not keen on linking these to the select tools, someone might have annotate enabled and still want to make a tweak using a gizmo.

I'd rather enable gizmo's unless the tool uses a gizmo, then we can resolve that conflict by either making the tool gizmo always override the 'Active Object' gizmo, or tools could internally do this on a case-by-case basis (since there are some examples such as loop-select and ruler that don't conflict).

While these topics aren't in conflict w/ the items listed in the task, I'd like to generalize the solution. - Camera FOV/DOF, Lamp-spot-size etc are a category of gizmo's (currently called "Active Object" in the overlay). *Note: we could rename these to "Context Gizmo"... or pick some other name.* - The transform gizmo can be considered in the same category. - We may have many more gizmos like this (camera shift, light radius/custom-distance/clip-range... etc). - These will have toggles (most off by default). Even ignoring the transform tool we will eventually want something like this AFAICS. The main difference w/ the proposal here is I'm not keen on linking these to the select tools, someone might have annotate enabled and still want to make a tweak using a gizmo. I'd rather enable gizmo's unless the tool uses a gizmo, then we can resolve that conflict by either making the tool gizmo always override the 'Active Object' gizmo, or tools could internally do this on a case-by-case basis (since there are some examples such as loop-select and ruler that don't conflict).
Author
Owner

I think the important thing is that the transform gizmos have icons in the tool settings bar, not hidden in a popover. They are also closely related to the orientation settings so make some sense next to those.

The other types of gizmos are not something you would toggle as often, and I'm not sure individually controlling those is important to users, especially not for every 3D viewport.

For something like the Annotate tool the gizmos can also be in the way of drawing, I would be careful about enabling them in too many cases because manually toggling them on/off when switching tools is inefficient.

I think the important thing is that the transform gizmos have icons in the tool settings bar, not hidden in a popover. They are also closely related to the orientation settings so make some sense next to those. The other types of gizmos are not something you would toggle as often, and I'm not sure individually controlling those is important to users, especially not for every 3D viewport. For something like the Annotate tool the gizmos can also be in the way of drawing, I would be careful about enabling them in too many cases because manually toggling them on/off when switching tools is inefficient.

This is a good issue to address but this is the wrong ways to do it in my opinion.

We already have a gigantic button inside the viewport to enable move, rotate, scale and transform, in the toolbar. Adding extra buttons to do the same I think is both redundant and confusing, and will clutter up the UI unnecessarily.

Instead, all that’s needed to solve the issue of selecting while transform tool is enabled, is to slightly change the default behavior of the transform tool to make it so dragging performs box selections. That’s it. And adding a whole other gizmo toggling system is not needed

This is a good issue to address but this is the wrong ways to do it in my opinion. We already have a gigantic button inside the viewport to enable move, rotate, scale and transform, in the toolbar. Adding extra buttons to do the same I think is both redundant and confusing, and will clutter up the UI unnecessarily. Instead, all that’s needed to solve the issue of selecting while transform tool is enabled, is to slightly change the default behavior of the transform tool to make it so dragging performs box selections. That’s it. And adding a whole other gizmo toggling system is not needed

Added subscriber: @ThinkingPolygons

Added subscriber: @ThinkingPolygons

Awesome! I've been waiting for this since the introduction of the selection tools. ?

Awesome! I've been waiting for this since the introduction of the selection tools. ?

Summerising discussion over lunch which @WilliamReynish & @brecht.

  • Add popover to control gizmos (Light direction, Camera FOV, b-bone handles ... etc).
  • Remove transform tool (keep locate/rotate/scale tools).
  • Don't show the gizmos in the popup when the tool uses a gizmo.

(we can co-exist some gizmos but thats an open topic for later).

The outcome is users who want to use per-viewport gizmos can enable them, new users can use the tools.

Summerising discussion over lunch which @WilliamReynish & @brecht. - Add popover to control gizmos (Light direction, Camera FOV, b-bone handles ... etc). - Remove transform tool (keep locate/rotate/scale tools). - Don't show the gizmos in the popup when the tool uses a gizmo. ``` (we can co-exist some gizmos but thats an open topic for later). ``` The outcome is users who want to use per-viewport gizmos can enable them, new users can use the tools.

Here's how we think this will look:

{F6934911, size=full}

Here's how we think this will look: {[F6934911](https://archive.blender.org/developer/F6934911/Screenshot_2019-04-12_at_14.21.26.png), size=full}

So If I'm using an active tool that has a custom gizmo like the extrude tool for example, it will override the transform gizmos, right?
Then if I'm running something like the inset tool which doesn't have a custom gizmo, the transform gizmo will show up?
How's the priority of this?

So If I'm using an active tool that has a custom gizmo like the extrude tool for example, it will override the transform gizmos, right? Then if I'm running something like the inset tool which doesn't have a custom gizmo, the transform gizmo will show up? How's the priority of this?

@ThinkingPolygons right, tool overrides the "active object" gizmo.

In the future we could make some co-exist but thats not so high priority.

@ThinkingPolygons right, tool overrides the "active object" gizmo. In the future we could make some co-exist but thats not so high priority.

@ideasman42 Awesome. Thanks.

@ideasman42 Awesome. Thanks.

Update, with categorisation;

Screenshot 2019-04-13 at 12.08.16.png

Update, with categorisation; ![Screenshot 2019-04-13 at 12.08.16.png](https://archive.blender.org/developer/F6939423/Screenshot_2019-04-13_at_12.08.16.png)

Added subscriber: @zgorg

Added subscriber: @zgorg

This comment was removed by @zgorg

*This comment was removed by @zgorg*

This comment was removed by @zgorg

*This comment was removed by @zgorg*

Added subscriber: @dgsantana

Added subscriber: @dgsantana

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

resolved 14884cda1f

resolved 14884cda1f
Author
Owner

I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos.

I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos.

Added subscriber: @GavinScott

Added subscriber: @GavinScott

In #63518#660107, @brecht wrote:
I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos.

Yeah I listed related problems in: https://developer.blender.org/T63580 as the current implementation is a little buggy.

> In #63518#660107, @brecht wrote: > I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos. Yeah I listed related problems in: https://developer.blender.org/T63580 as the current implementation is a little buggy.
Author
Owner

Do we still need the Orientation override in the Move / Rotate / Scale tools? I vaguely remember this being added for animators at the Blender Studio, but if they use the gizmos instead there is no point.

Do we still need the Orientation override in the Move / Rotate / Scale tools? I vaguely remember this being added for animators at the Blender Studio, but if they use the gizmos instead there is no point.

Added subscriber: @TheRedWaxPolice

Added subscriber: @TheRedWaxPolice

Little issue: Widget tooltip shows briefly when tweaking using the Select tool + transform gizmo enabled. It seems like the default keymap needs adjustments.

Also, it's really needed to show tooltips on the transform gizmo widgets? Seems overkill to me...

Little issue: Widget tooltip shows briefly when tweaking using the Select tool + transform gizmo enabled. It seems like the default keymap needs adjustments. Also, it's really needed to show tooltips on the transform gizmo widgets? Seems overkill to me...
Author
Owner

The gizmo button in sculpt and paint modes is quite lonely in the center. Only reason to have it is the navigate gizmo I think, easiest would be to just the button. If it has to be visible, irrelevant buttons in the popover should be greyed out.

The gizmo button in sculpt and paint modes is quite lonely in the center. Only reason to have it is the navigate gizmo I think, easiest would be to just the button. If it has to be visible, irrelevant buttons in the popover should be greyed out.

Added subscriber: @Regnas

Added subscriber: @Regnas

In #63518#660136, @brecht wrote:
The gizmo button in sculpt and paint modes is quite lonely in the center. Only reason to have it is the navigate gizmo I think, easiest would be to just the button. If it has to be visible, irrelevant buttons in the popover should be greyed out.

I'm wondering why the transform gizmo can't be used in sculpt mode. This is actually a highly desired feature for sculpting, and crucial for posing.

> In #63518#660136, @brecht wrote: > The gizmo button in sculpt and paint modes is quite lonely in the center. Only reason to have it is the navigate gizmo I think, easiest would be to just the button. If it has to be visible, irrelevant buttons in the popover should be greyed out. I'm wondering why the transform gizmo can't be used in sculpt mode. This is actually a highly desired feature for sculpting, and crucial for posing.

In #63518#660114, @brecht wrote:
Do we still need the Orientation override in the Move / Rotate / Scale tools? I vaguely remember this being added for animators at the Blender Studio, but if they use the gizmos instead there is no point.

The purpose of this was to allow this gizmo to have a different orientation to transform keyboard input.

So typing G, X, 10 always moves 10 on the current scenes axis - while the gizmo could be set to some other orientation.

> In #63518#660114, @brecht wrote: > Do we still need the Orientation override in the Move / Rotate / Scale tools? I vaguely remember this being added for animators at the Blender Studio, but if they use the gizmos instead there is no point. The purpose of this was to allow this gizmo to have a different orientation to transform keyboard input. So typing `G, X, 10` always moves 10 on the current scenes axis - while the gizmo could be set to some other orientation.
Author
Owner

@ideasman42, ah right. Then I think it's redundant to have it show in the topbar for the Move / Rotate / Scale tools. Only in the gizmo popover seems enough?

@ideasman42, ah right. Then I think it's redundant to have it show in the topbar for the Move / Rotate / Scale tools. Only in the gizmo popover seems enough?

In #63518#660107, @brecht wrote:
I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos.

Committed this change however it has a down-side, previously you could change the gizmo from location to rotation (for eg) with a single click drag, (now it takes 3x clicks), would be interested to know if this annoys users.

> In #63518#660107, @brecht wrote: > I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos. Committed this change however it has a down-side, previously you could change the gizmo from location to rotation (for eg) with a single click drag, (now it takes 3x clicks), would be interested to know if this annoys users.

In #63518#660250, @brecht wrote:
@ideasman42, ah right. Then I think it's redundant to have it show in the topbar for the Move / Rotate / Scale tools. Only in the gizmo popover seems enough?

Currently this is still used, it could be removed since the artists in the studio who wanted the option don't use tools.

It means the gizmo behaves differently when used as a tool, which I wanted to avoid.

Besides that, I don't have a strong opinion.

> In #63518#660250, @brecht wrote: > @ideasman42, ah right. Then I think it's redundant to have it show in the topbar for the Move / Rotate / Scale tools. Only in the gizmo popover seems enough? Currently this is still used, it could be removed since the artists in the studio who wanted the option don't use tools. It means the gizmo behaves differently when used as a tool, which I wanted to avoid. Besides that, I don't have a strong opinion.
Author
Owner

Just to be clear, it's the same settings as in the popover as far as I can tell. I'm talking about where to put it in the UI in my last comment, not about removing the feature anymore.

The reason for me is, this is a pretty obscure option and it's confusing to have two orientations right next to each other when we move the topbar into the 3D viewport.
orient.png

Most users would just switch the scene orientation I guess and that's what it matches by default.

Just to be clear, it's the same settings as in the popover as far as I can tell. I'm talking about where to put it in the UI in my last comment, not about removing the feature anymore. The reason for me is, this is a pretty obscure option and it's confusing to have two orientations right next to each other when we move the topbar into the 3D viewport. ![orient.png](https://archive.blender.org/developer/F6943681/orient.png) Most users would just switch the scene orientation I guess and that's what it matches by default.

In #63518#660277, @ideasman42 wrote:

In #63518#660107, @brecht wrote:
I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos.

Committed this change however it has a down-side, previously you could change the gizmo from location to rotation (for eg) with a single click drag, (now it takes 3x clicks), would be interested to know if this annoys users.

This was exactly my point all along. At some point users will want direct buttons to do this, at which point we have re-invented the toolbar once again.

Overall I think this change is bad. It is slow to change gizmos, and adds more visual clutter to the headers, and conflicts with the active tools in the toolbar.

The better approach would be to simply make the active tools more flexible so you can click and drag in empty space to box select while any of the tools are active. We can just add this as a tool property. I still believe that is the more elegant and simpler way to solve it, rather than this bolted-on approach that is slow and causes conflicts.

I see no issue at all with making the active tools more flexible and powerful, but adding this feature in this way is not the most elegant, fast or clever solution.

All users want is the ability to quickly change the gizmos but also click and drag to select, and we can deliver that functionality within the active tools rather than several competing systems that cause confusion, clutter and slowdown.

> In #63518#660277, @ideasman42 wrote: >> In #63518#660107, @brecht wrote: >> I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos. > > Committed this change however it has a down-side, previously you could change the gizmo from location to rotation (for eg) with a single click drag, (now it takes 3x clicks), would be interested to know if this annoys users. This was exactly my point all along. At some point users will want direct buttons to do this, at which point we have re-invented the toolbar once again. Overall I think this change is bad. It is slow to change gizmos, and adds more visual clutter to the headers, and conflicts with the active tools in the toolbar. The better approach would be to simply make the active tools more flexible so you can click and drag in empty space to box select while any of the tools are active. We can just add this as a tool property. I still believe that is the more elegant and simpler way to solve it, rather than this bolted-on approach that is slow and causes conflicts. I see no issue at all with making the active tools more flexible and powerful, but adding this feature in this way is not the most elegant, fast or clever solution. All users want is the ability to quickly change the gizmos but also click and drag to select, and we can deliver that functionality within the active tools rather than several competing systems that cause confusion, clutter and slowdown.

In #63518#661031, @WilliamReynish wrote:

In #63518#660277, @ideasman42 wrote:

In #63518#660107, @brecht wrote:
I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos.

Committed this change however it has a down-side, previously you could change the gizmo from location to rotation (for eg) with a single click drag, (now it takes 3x clicks), would be interested to know if this annoys users.

This was exactly my point all along. At some point users will want direct buttons to do this, at which point we have re-invented the toolbar once again.

This can be solved by reverting the change to checkboxes if we like.

Overall I think this change is bad. It is slow to change gizmos, and adds more visual clutter to the headers, and conflicts with the active tools in the toolbar.

Since we need a way to enable/disable gizmos anyway, this doesn't add extra clutter to the header.

Conflict or not is disputable - it doesn't conflict w/ tools that don't use a gizmo.

Animators want a way to keep this active and not be forced into having this coupled w/ tools.

The better approach would be to simply make the active tools more flexible so you can click and drag in empty space to box select while any of the tools are active. We can just add this as a tool property. I still believe that is the more elegant and simpler way to solve it, rather than this bolted-on approach that is slow and causes conflicts.

Am not convinced this is a good solution either - since you might want to click-select, lasso... etc... border select is just one way to select which has it's own tool options which then need to be exposed in transform tools.

It's not as simple as just allowing selection.

In contrast this adds to an existing category of gizmos that remain active (camera, lamp, empty .. etc) transform is just another kind context sensitive gizmo that isn't tied to tools.

I see no issue at all with making the active tools more flexible and powerful, but adding this feature in this way is not the most elegant, fast or clever solution.

All users want is the ability to quickly change the gizmos but also click and drag to select, and we can deliver that functionality within the active tools rather than several competing systems that cause confusion, clutter and slowdown.

I'd like to get user feedback on this before making further changes, will check with animators this week.

> In #63518#661031, @WilliamReynish wrote: >> In #63518#660277, @ideasman42 wrote: >>> In #63518#660107, @brecht wrote: >>> I think the Move / Rotate / Scale buttons should be checkboxes like the mockup, so you can click and drag vertically to enable or disable multiple gizmos. Maybe also put them at the top since I think you'd switch these much more often than Navigation or Active Tools gizmos. >> >> Committed this change however it has a down-side, previously you could change the gizmo from location to rotation (for eg) with a single click drag, (now it takes 3x clicks), would be interested to know if this annoys users. > > This was exactly my point all along. At some point users will want direct buttons to do this, at which point we have re-invented the toolbar once again. This can be solved by reverting the change to checkboxes if we like. > Overall I think this change is bad. It is slow to change gizmos, and adds more visual clutter to the headers, and conflicts with the active tools in the toolbar. Since we need a way to enable/disable gizmos anyway, this doesn't add extra clutter to the header. Conflict or not is disputable - it doesn't conflict w/ tools that don't use a gizmo. Animators want a way to keep this active and not be forced into having this coupled w/ tools. > The better approach would be to simply make the active tools more flexible so you can click and drag in empty space to box select while any of the tools are active. We can just add this as a tool property. I still believe that is the more elegant and simpler way to solve it, rather than this bolted-on approach that is slow and causes conflicts. Am not convinced this is a good solution either - since you might want to click-select, lasso... etc... border select is just one way to select which has it's own tool options which then need to be exposed in transform tools. It's not as simple as just allowing selection. In contrast this adds to an existing category of gizmos that remain active (camera, lamp, empty .. etc) transform is just another kind context sensitive gizmo that isn't tied to tools. > I see no issue at all with making the active tools more flexible and powerful, but adding this feature in this way is not the most elegant, fast or clever solution. > > All users want is the ability to quickly change the gizmos but also click and drag to select, and we can deliver that functionality within the active tools rather than several competing systems that cause confusion, clutter and slowdown. I'd like to get user feedback on this before making further changes, will check with animators this week.

Great improvement!
I hope you guys don't change it. This is next level of interaction. ?

Great improvement! I hope you guys don't change it. This is next level of interaction. ?

I don't think there's going to be a clear distinction in the user's mind as to what is a "Gizmo" and what is an "Overlay". I suspect if you listed all the gizmos and overlays randomly in a list and asked people to identify which category each one belonged in that the results wouldn't be very accurate.

So we have these two categories, each with a toggle button, but the set of things that each one toggles seems very arbitrary. Again as an example I don't know when I would want to toggle the navigation gizmos off at the same time I'm toggling other things in the gizmo set off.

I think there's still a strong argument for putting every thing into one big menu but maybe call it "Options" or "Display Options" or "View Preferences" some such, which would be similar to other applications.

And I know it will sound more complex, but I kinda want to control visibility separably from whether the visibility follows the overall button. So something like two check-boxes, one for "Visible" and one for "Toggles" to the other state when you click the button in the bar. This would actually give you a lot of flexibility as you could have:

Things that you always see no matter what.
Things that you never want to see.
Things that you see unless you disable the options visibility button.
Things that you only see when you disable the visibility button.

With that I can setup my view the way I like, and I can have any set of visual aids that I can quickly turn on and off, or even two sets that I can toggle between.

I don't think there's going to be a clear distinction in the user's mind as to what is a "Gizmo" and what is an "Overlay". I suspect if you listed all the gizmos and overlays randomly in a list and asked people to identify which category each one belonged in that the results wouldn't be very accurate. So we have these two categories, each with a toggle button, but the set of things that each one toggles seems very arbitrary. Again as an example I don't know when I would want to toggle the navigation gizmos off at the same time I'm toggling other things in the gizmo set off. I think there's still a strong argument for putting every thing into one big menu but maybe call it "Options" or "Display Options" or "View Preferences" some such, which would be similar to other applications. And I know it will sound more complex, but I kinda want to control visibility separably from whether the visibility follows the overall button. So something like two check-boxes, one for "Visible" and one for "Toggles" to the other state when you click the button in the bar. This would actually give you a lot of flexibility as you could have: Things that you always see no matter what. Things that you never want to see. Things that you see unless you disable the options visibility button. Things that you only see when you disable the visibility button. With that I can setup my view the way I like, and I can have any set of visual aids that I can quickly turn on and off, or even two sets that I can toggle between.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
9 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#63518
No description provided.