What about assigning the top left key (grave accent) to subd/poly mode ?
shift + ` to set as subd
ctrl + ` to set as poly
Fri, Jul 3
What about assigning the top left key (grave accent) to subd/poly mode ?
Tue, Jun 30
Fri, Jun 26
Wed, Jun 17
May 31 2020
The cone has an icon like a cube.
There is no choice to create a plane.
There is no choice to create Torus.
In orthogonal mode, nothing is created at all.
May 30 2020
CTRL key snaps.
Hey, so awesome feature but may I request grid snapping? Obviously this is a WIP but I think grid snapping, or any snapping, would be perfect. Another thing, would it be possible for dimensions to be shown as you draw something?
May 28 2020
I saw this in the master. so what will happen to the blueprint tool be a seperate tool because it has more functionality?.
Apr 28 2020
If the intent here is to place various control gizmos around the frame/border of a camera locked viewport, could you also please consider being able to resize the frame itself with a gizmo?
Apr 26 2020
Apr 21 2020
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Apr 5 2020
I'm trying to scale and pack my UV's in Blender 2.82. Previously in Blender 2.79 the shortcuts were ctrl + a to scale and ctrl + p to pack.
Is there a way to do this in Blender 2.82? With or without shortcuts?
Apr 2 2020
Ahh, Thank you a lot, I was going to be crazy about new shortcut, I tried all combinations with M, but not alone M :)
@Mehman Jamal just M now!
(a change I very much welcome, by the way)
It is Alt+m in 2.82 but its changed to m in 2.83
What is the shortcut for Merge (Alt+M) menu?
Mar 17 2020
I think a big problem with the way it is now is that you can't modify it easily from it's existing position. You always have to set a new position for the cursor which is annoying for precise modelling. Sometime you want the cursor to be moved relative from where it already is and the only way to do that is in the sidebar or if you create an empty or something and then snap the cursor to that after you moved it.
Feb 25 2020
Feb 22 2020
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Jan 23 2020
Some silly comments...
Jan 21 2020
Jan 18 2020
It makes me think of QBlocker :
Jan 15 2020
After you've modified your object, will these gizmos disappear or will they show up on every object once the tool is enabled? I feel like this'd be better for modifiying other shapes fast.
Jan 13 2020
In addition to these gizmos, we could offer a toggle here to switch into Walk Mode more easily:
The original design doc here has some issues I'd like to improve upon:
Personally I prefer simply Walk Navigation (where you can also fly with TAB) which is in Blender.
Jan 12 2020
@Adam Preisler (Alphisto) This doesn’t add any extra affordance to switch cameras. This is about the ability to more easily manipulate the camera when inside the camera view, which is currently not so easy by default.
Since there is a discussion now and a hopeful horizon I would like to add that since we're talking about cameras it would be great to have Exposure & Contrast controls.
@Arbaz Arif (AcidRain0) Appreciate the support for this, but please don't do that - this is not a forum. Hopefully this could be added for 2.83 if there is time. We'll see.
Jan 9 2020
This is a great addition. Please consider making it accessible from Sculpt Mode as well. Thanks!
Dec 3 2019
Nov 28 2019
Any plan to release custom editors as presented in "Editor Addons" ? That would be very useful for Addon developers.
Nov 24 2019
@PawelP (Zuorion): Averaging is not the same as comparing. Anyway, this is more depending on implementation rather than a purely design issue.
Nov 23 2019
@William Reynish (billreynish) hmm, in editmode, transform pannel is already being calculated in realtime for milions of vertices
And its calculating mean value and not only checking if they are equal.
Nov 19 2019
@William Reynish (billreynish) Looking at the space from the user POV (vs performance) - Do users want to have animation, driven, keyframed control for every property? If so, then they need the ability to control every property. To have control they can interpret with minimal error they need to understand the state of controls. One of the states of properties is multi-select - thus they need an experience that lets them understand any property that can be driven/animated when there is a multi-selection.
Nov 17 2019
@Karl Mochel (kalmdown) Of course, that is obvious. The difficulty of that is one of performance. Blender then has to compare many values to see if they differ or not. But, many other apps seem to do this with no issues, so it must be technically possible for us to do.
Nov 14 2019
A few additional thoughts...
Nov 13 2019
New to Blender but designed VR IDEs and 3D MRA packages.
Nov 12 2019
I just fired up my old and trusty Softimage 2015 because it had a very nice multi-select behaviour: If you select 2 or more objects with different attributes, it displayed an empty value for everything that wasn't set to the same value in all objects. If you now typed in a new value it set it to the same for all objects. BUT: if you entered something like "2+" it added 2 to all of the selected objects' property values. Very very nice. You could even enter expressions to e.g. randomize a value per object.
Unity allows that, and it shows "--" when the values are different. It is quite handy to be honest.
An average does force you to go though all the values, but to test for the object being different may save some computation time?
When you say many many values, are we speaking of 100 or 1000 or more?
The initial bugreport is still valid, as the behavior of the operator is still broken.
Nov 5 2019
@Jack Doe (mrPizza344) 2.79 will be available forever, don't worries. The BGE as it is won't come back to 2.80 though.
Nov 4 2019
I want y'all to re-add the game engine. I love that feature, and i have to use 2.79 because you are not willing to update it.
Nov 3 2019
Nov 1 2019
@Robert S (eobet) That is outside of the scope of this topic and this tool. Yes, parametric modeling is a much needed feature in Blender, but luckily Blender is moving in this direction with the Everything Nodes project.
I very much like this proposal.
Oct 31 2019
Could it be possible to add a pivot to each image, to be able to scale from it?
Oct 24 2019
I've found a workaround for making Dynamic Weight Painting visible in Blender 2.8 in Eevee and Cycles (Look Dev and Rendered):
Unwrap your object and scale the UV-map so that all UV-vertices are at (0,0). Now add an UV-Warp-Modifier to your object and use two Empties added at (0,0,0) and (1,1,0) as helper objects for the Modifier.
The dynamic weight paint map "dp_weight" determines the influence of the UV-Warp-Modifier. From the UV-Map-node, we separate the x or y value, put it into a color ramp with blue at the left, green in the middle and red at the right.
Plug the color ramp into your shader node and the weights become visible: See in attached files:
With a plane:
Oct 17 2019
Quality interpolation options are needed for displaying images in empties:
e.g. - None/linear/Bi-linear/Cubic
Sep 30 2019
Will the grab and rotate hotkeys be supported as well? For people not using gizmos I think it would be inconvenient to use gizmos when transforming the cursor.
Sep 24 2019
FYI: I have created D5885: 3D cursor tool: improve rotation for Orientation set to 'Geometry', which might also be interesting?
Sep 23 2019
Is there any reason the gizmo doesn't have planar and 3D transform handles? I can imagine many cases where I'd like to snap cursor onto something on 2D plane or in 3D. Right now, with the ability to only move cursor one axis at the time, that would be an unnecessary amount of steps.
@Campbell Barton (campbellbarton) Indeed, we should just enable it by default.