Return hover shortcuts for mesh modifiers #87012

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opened 2021-03-29 14:15:46 +02:00 by Hans Goudey · 16 comments
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At a UI meeting quite a while ago we decided to relax the idea that the shortcuts would only apply to the active item.
So this task just involves reverting some of the early changes to the modifier operators.

This is based on feedback (https://devtalk.blender.org/t/ctrl-a-for-applying-modifier-under-cursor-2-91-not-active-2-92-2-93/17490/14)
and the noticeably slower workflow for adding and duplicating modifiers.
Also, other modifier stacks (constraints, grease pencil, effects) still use the hover shortcuts as well.


Separately, I'd like to experiment with making the modifier icon blue instead of an outline around the box to indicate the active modifier.
We didn't really discuss this, but I think it would probably look better, and since the active modifier would be less important in this scenario (only controls context), it might make more sense too.
{F9914665 size=full}
Initial feedback is that this isn't consistent with other areas in Blender (we don't use this blue icon for active idea)

At a UI meeting quite a while ago we decided to relax the idea that the shortcuts would only apply to the active item. So this task just involves reverting some of the early changes to the modifier operators. This is based on feedback (https://devtalk.blender.org/t/ctrl-a-for-applying-modifier-under-cursor-2-91-not-active-2-92-2-93/17490/14) and the noticeably slower workflow for adding and duplicating modifiers. Also, other modifier stacks (constraints, grease pencil, effects) still use the hover shortcuts as well. --- Separately, I'd like to experiment with making the modifier icon blue instead of an outline around the box to indicate the active modifier. We didn't really discuss this, but I think it would probably look better, and since the active modifier would be less important in this scenario (only controls context), it might make more sense too. {[F9914665](https://archive.blender.org/developer/F9914665/image.png) size=full} *Initial feedback is that this isn't consistent with other areas in Blender (we don't use this blue icon for active idea)*
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Hans Goudey self-assigned this 2021-03-30 14:47:26 +02:00

This issue was referenced by 9f323e9bf7

This issue was referenced by 9f323e9bf79fbf4157a1426fa83dde0c04747a5b

Added subscriber: @hadrien

Added subscriber: @hadrien

Having shortcuts affect not what seems to be selected is indeed confusing. This is not how the rest of Blender works : viewport, sequencer, ... every editor operates on selection. The problem here is that this is no selection, but looks like one. I'm not sure what being active entails for a modifier, but I think the indicator should be proportional to its importance. If we're going to have shortcuts affects the hovered modifier, then there needs to be a hover indicator that's more prominent than the active indicator.

Having shortcuts affect not what seems to be selected is indeed confusing. This is not how the rest of Blender works : viewport, sequencer, ... every editor operates on selection. The problem here is that this is no selection, but looks like one. I'm not sure what being active entails for a modifier, but I think the indicator should be proportional to its importance. If we're going to have shortcuts affects the hovered modifier, then there needs to be a hover indicator that's more prominent than the active indicator.
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Added subscribers: @WilliamReynish, @pablovazquez

Added subscribers: @WilliamReynish, @pablovazquez
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Yes, totally agreed @hadrien, I'd like to find a better way to indicate the active modifier.
Another reason it could be less prominent is that it only has an effect for nodes moidifiers, not any other types.
Unfortunately it doesn't seem like there's any very elegant way to do this, but maybe we'll just have to accept that.

Some more ideas I talked about with @WilliamReynish:
image.png
image.png
image.png

Yes, totally agreed @hadrien, I'd like to find a better way to indicate the active modifier. Another reason it could be less prominent is that it only has an effect for nodes moidifiers, not any other types. Unfortunately it doesn't seem like there's any very elegant way to do this, but maybe we'll just have to accept that. Some more ideas I talked about with @WilliamReynish: ![image.png](https://archive.blender.org/developer/F9915829/image.png) ![image.png](https://archive.blender.org/developer/F9915833/image.png) ![image.png](https://archive.blender.org/developer/F9915831/image.png)

Added subscriber: @Lumpengnom-3

Added subscriber: @Lumpengnom-3

There are other areas where shortcuts do not affect what is selected or active. For example in edit mesh mode "select linked" - Shortcut "L".
If you hover over a mesh island and press "L" the island is selected while the active or selected part of the mesh is not selected.
IMO having hover shortcuts like these is very useful and not inconsistent with the UI.

Having some sort of hover indicator seems useful, too but imo not necessary.

There are other areas where shortcuts do not affect what is selected or active. For example in edit mesh mode "select linked" - Shortcut "L". If you hover over a mesh island and press "L" the island is selected while the active or selected part of the mesh is not selected. IMO having hover shortcuts like these is very useful and not inconsistent with the UI. Having some sort of hover indicator seems useful, too but imo not necessary.

@HooglyBoogly The radio button idea is consistent with other places in Blender (fcurve modifiers) and it serves that it's an explicit button instead of an "invisible-hitbox" activation like in 2.92. It's further less horizontal space in a place that's running out of it already though (unless the new datablock selector goes in as well?)

@Lumpengnom-3 sure what I mean is there's a visual sign -the outline- that suggests the operation is going to happen on it, because that's a code used Blender-wide. I'm not saying it's the only one, it's just a thing that users are most definitely expecting.

@HooglyBoogly The radio button idea is consistent with other places in Blender (fcurve modifiers) and it serves that it's an explicit button instead of an "invisible-hitbox" activation like in 2.92. It's further less horizontal space in a place that's running out of it already though (unless the new datablock selector goes in as well?) @Lumpengnom-3 sure what I mean is there's a visual sign -the outline- that suggests the operation is going to happen on it, because that's a code used Blender-wide. I'm not saying it's the only one, it's just a thing that users are most definitely expecting.
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
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Is this done?

Is this done?
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Looks like it 9f323e9bf7, unfortunately this also caused #87264 (Physics (Collision, Cloth, Dynamic Paint, Soft Body, Fluid) cannot be removed (X button disfunctional))

Looks like it 9f323e9bf7, unfortunately this also caused #87264 (Physics (Collision, Cloth, Dynamic Paint, Soft Body, Fluid) cannot be removed (X button disfunctional))
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I'd like to propose the radio button idea to the team instead of the blue highlight, but that can be a separate task.

I'll commit the fix to the bug @lichtwerk mentioned in a few minutes.

I'd like to propose the radio button idea to the team instead of the blue highlight, but that can be a separate task. I'll commit the fix to the bug @lichtwerk mentioned in a few minutes.

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Thomas Dinges added this to the 2.93 LTS milestone 2023-02-07 18:46:14 +01:00
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Reference: blender/blender#87012
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