Ok, I can confirm that it sometimes stops working. Also the order of selection seems unreliable, depends if you look at it from the left or right. I would expect from near to far.
This is a bit vague, can you give a more specific example? I can't tell if you are referring to a bug, or a design issues in solid X-Ray mode.
The problem seems to be that the cube->runtime.mesh_eval is still NULL when the mesh deform modifier executes (it binds during normal execution, not when the button is pressed afaik).
Sun, Sep 23
Yes, Shift-O for Sample Keys I think we can drop, and then use Shift-I & Shift-O for setting the in and out points, respectively.
IIRC, Shift-O is currently used for "Sample Keys". That said, maybe we don't need a dedicated hotkey for it (and the Smooth Keys - Alt-O) operators, as I don't think they're actually used that much that they necessarily need the hotkey.
Sat, Sep 22
@William Reynish (billreynish) I already know that these are old mockups but they demonstrate an idea that was discarded but that I think is valuable and still relevant.
- These were older mockups.
- We'll change the Sculpting Workspace so it doesn't look like that.
- We are looking to implement brushes in a different way, so that we won't need loads of categories in the toolbar, but can make it easy to browse lots of brushes.
I went through some original design mockups of the toolbar again and saw that one draft depicted different views of the toolbar and customisability:
Fri, Sep 21
Potential fix for the active-vertex-group-changed problem: D3716
The third issue is not related to bones.
It happens when you select the Vertex Group manually as well.
Thu, Sep 20
@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.
Fixed by 1f1d5e1dd29a
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.
Ah, nevermind then.
To be clear, the plan is to move 3D viewport addons from the toolbar to the sidebar. There are no current plans to move such addons in the properties editor.
I think it could very well work in an overhauled sidebar but the pinning will still be useful to implement in that one then. Sometimes you would want to have the interface of an addon that is more complex than a tool like Blenrig visible on the side even when going fullscreen but while also having the transform properties visible at the same time. So pinning them makes them both visible without switching tabs constantly in the future sidebar.
it's just a shame of not being able to use the space in the toolbar if available space on the sidebar would run out. The current way is more clean but the things that were removed were able to be more useful where they were.
I think it could very well work in an overhauled sidebar but the pinning will still be useful to implement in that one then. Sometimes you would want to have the interface of an addon like Blenrig visible on the side even when going fullscreen but while also having the transform properties visible at the same time. So pinning them makes them both visible without switching tabs constantly in the future sidebar.
it's just a shame of not being able to use the space in the toolbar if available space on the sidebar would run out. The current way is more clean bu the things that were removed were able to be more useful were they were.
Don't waste your time. UI team have ignored all feedback in blender 2.8.
I support the idea of left toolbar being exclusively dedicated to tools. The mockup by @Julien Kaspar (JulienKaspar) looks like a step back in a scope of cleanup that has been done since 2.8 development started. It would allow the left toolbar to again become "everything bar" of random buttons, which was a big pain in 2.79.
The idea is that we will have a panel in the Sidebar for commands. We really don't want to through loads of commands in the toolbar, because users can also find those commands in the menus, which have become more accessible, so it's no longer necessary to have them always visible. Users can also add commonly used commands to their own custom Q menu, or use the W-menu (which will be right-clicking when using LMB select) with the most common commands.
Adding the tabs to the 3D view sidebar is still planned yes. T56350: UI Tasks (parent task) lists all the UI tasks that we consider required to finish before releasing a 2.8 beta.
This is handled now in Blender 2.8, without a separate workspaces.blend. Instead users can directly append workspaces from the builtin and user defined startup.blend, as well as any application templates.
An alternative would be the concept of the 3D View Sidebar in the task T55407, described under "2: Panel Addons" but I wonder how customisation this space will be, how it interacts with the N panel and if this concept is still planned to be implemented.
I finally want to share my concerns and suggestions for the current design of the toolbar itself.
"We could combine Extrude Region, Extrude Individual, Extrude Along Normals into same tool, and simply add a tool setting to switch between the various extrusion methods"
Wed, Sep 19
Luciano: Correct, the gizmo now disappears when using rotate. It would be nice to keep the other axes visible but dimmed, while interacting with it.
Hey I have 2 questions
would there be a possibility to have the gizmos not dissapear maybe just dim when using them, the case with rotations in euler is that with the gizmo dissapearing is really hard to see how the euler axes are behaving.
also when using the location axes, if you have done rotations in the character, there is no way to use an axis specifically without it modifiying more than one curve what in maya would be "parent axis" mode, i would propose that this would happen when setting the axes to "normal" (instead of local or world), or introduce a special one for it.
This appears to have been fixed.
Tue, Sep 18
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.
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.
Mon, Sep 17
Ok, i think you can close this task.
We still need to update the libs in the studio, will be done soon. But seems no bug in Blender itself.
It seems to work fine now on Mac after the libs were updated.
@Julien Kaspar (JulienKaspar) you downloaded blender from https://builder.blender.org/download ? Then you have nothing to do but try that blender and see if things work or not (just to be sure, buildbot has nothing to do with the build script you have at the studio ;) ).
@Bastien Montagne (mont29) I just update Blender with the buildbot. How can/should I update the OpenColorIO manually? Are you having the same issue?
@Julien Kaspar (JulienKaspar) did you try with a linux buildbot build? or did you update ocio in the studio already?