Hmm can confirm this, its... odd experience not being able to swap the selection as expected, in other tools wth similar problems there is usually a concept of 'dropping' the tool to get back to select mode or change to a select mode with a keypress
Aug 15 2018
Jul 13 2018
I have a feeling there is a plan to do this post Code Quest. Some ground work has been laid for this (I know it required the new Depsgraph for instance)
May 21 2018
Just want to say this is a really smart move. Also, the decision to integrate pie menu to be default in Blender in general is very welcome, too.
- Any plans for loop select? I only used a fairly new version of Maya for a short time at a studio, but I remember their double-clicking to loop select feeling so intuitive.
- Will this effort to make industry keymap configurations work also resolve currently non-configurable hotkeys such as axis, trackball rotate, and edge slide? (As mentioned in the comments for T37520 but ignored)
May 7 2018
I'd like to add votes for
May 6 2018
3D Cursor is potentially quite useful and it's awesome to see some thought going into improving it. I'm personally a LMB select user so use RMB to place the 3d cursor and have enabled the 3d cursor tools add on that lets me drag it around and snap to vertx/edges etc. Its so close to being very good that way.
Apr 30 2018
Hi I was going to add a new bug but I suspect mine is similar - let me know if not and will create a new one
Mar 11 2018
Right OK that makes sense then, and I can see other possibilities for its uses this way. What do we do to make the documentation a little more specific?
Mar 9 2018
Feb 19 2018
Dec 2 2017
I do think it would be good to address this, every nightly build or update or 2.8 version I have to remove blender from quarantine, its not really a desired behaviour.
Oct 7 2017
Sep 29 2017
Aug 23 2017
Hmm I was actually unaware of double clicking the channel.. and I had forgotten about L as I remapped that in the 3D viewport.
Aug 18 2017
Jul 16 2017
@Chris Slazinski (mallow) indeed it is, big apologies I had not seen your comment when I came across this problem before.
Pretty good fix here for it.
Jul 1 2017
Jun 15 2017
Oct 3 2016
May 27 2016
Hi, I am super interested in this functionality, I was thinking about finishing up this diff https://developer.blender.org/D911 and it seems that there is overlap here.
May 15 2016
This would be a very good addition, I came across this causing me problems when doing a deformed torus made from bends/twists etc. In Cinema4D, there is the Connect object that takes the whole stack and has the weld/merge functionality in it. This is very similar concept and would be invaluable.
Jan 3 2016
This is indeed a very useful feature for Gamedevs. Is it possible to resurrect this differential?
Nov 14 2015
Jul 2 2015
Just tested with blender-2.75-d3109a1-OSX-10.6-x86_64 - works awesome! - thanks Bastien. Will it make it's way into 2.76 automagically?
Jun 29 2015
Ok I got a nightly with the change in it and its nearly very good :)
Jun 24 2015
Awesome will test as soon as a build is ready.
Jun 23 2015
May 28 2015
Really sorry I still finding it hard to find a relevant bug about this issue, I am testing with the 2.75 test build published here http://download.blender.org/release/Blender2.75/
I have just run a quick test on this and I am afraid for me its still not right. Using the attached blend, export as FBX Scale 1 then Re-Import Scale 1. You will find the scale of the armature set to 100.
Apr 10 2015
On more playing its not really anything to do with limits, just seems to be baking bevels into those extra diagonal edges even if I apply the bevel
Apr 1 2015
Mar 31 2015
phew, that was quick :)
Mar 15 2015
I have done a list of import options that work for 2.73 and 2.74 RC1 (http://download.blender.org/release/Blender2.74/) here on the UE4 forums, not sure if it helps. But hopefully it does.
Mar 11 2015
I hope this is in the right topic but a CMD/CTRL swap would be mighty nice for Mac users. so anything mapped to CTRL on Windows/Linux can use CMD instead.
Mar 2 2015
Hard to to tell for me what the general preference is here but as a Unity, Unreal Engine 4 and C4D user, WER and alt+mouse for view is definitely my preference. C4D uses ERT and alt+mouse for view but you end up reconfiguring it.