I'm really fine with the center aligned checkboxes proposal in the task description. The ´heading' text to the left and the description to the right really improve readability with minor downsides; but if we are going with any "wider" solution that's meant to make checkboxes as wide as other UI buttons and sliders, than I'd go with some sort of iOS style toggle buttons, that could stretch to fill the same width without looking too out of place.
Fri, Aug 16
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Why not instead treat this is an attribute of the collection instead: an optional secondary shortcut name?
Fri, Aug 2
I think that crappy mockup was quickly whipped together by someone who didn't think it through because of insufficient level of caffeine.
Sorry for the delayed response. Right you are, my mistake.
Increasing folder icon size is a big plus for me visually, it makes them much more coherent and harmonious.
As for the icon design itself the second one seems much more adequate for the current UI, but I'd go with a monochrome version of it, following the current UI button icons guidelines, so it could eventually be themable.
Thu, Aug 1
But we'll also need ones that are exactly twice as large as your smallest, and on a 64x64 field. This last one needed for hiDPI displays. I'm guessing we can just export your mid-sized ones to the larger size.
Wed, Jul 31
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Fri, Jul 26
But would a way to achieve the desired result be to have a modifier that converts a Curve object (with bevel / extrude parameters set to something nonzero) into a Mesh
Booleans on elements other than meshes are out of scope for this task, which is already hard enough. The math and algorithms would be rather different for curve objects. Good to hear that the Curve Cad Tools addon supports boolean operations on curves. Maybe some future design task could consider porting those into the main C code for Blender, if the authors agree.
Would you be open to the idea of supporting Boolean operations on other object types, like directly bezier curve objects? Would be useful for operations without having to convert to mesh first
Thu, Jul 25
A few slightly tweaks for pixel-perfect tips on arrows. We were getting "double pixel" corners which are harmful for hotspot placement.
Here are tweaked versions for dark and light backgrounds, plus a few new ones. I think these are it for now, I can design more if needed in the future.
Wed, Jul 24
Besides modal maps, if these were also exposed as operator options for the move, rotate and scale tools, we could even define custom key map entries for direct access to any desired combination of base points
I'd vote to keep .. for parent directory. I understand the reasons for removal, it is a dying trend from an ancient era, frequently absent in modern UIs, but it is very convenient and fast to use.
Not only does it have a fixed position in the UI ( no need to hunt for it in toolbars or look around), it is also part of the file list, which is where yours eyes/attention is usually focused, making using it very fast because you don't have to shift focus to another part of the UI.
Tue, Jul 23
Tweaked some of them a bit for better dark background support, plus a few new ones in contrasting situations.
Mon, Jul 22
The two "splitters" and four "direction" cursors are now shown just before, and during an editor split or join. You can see them illustrated here: https://docs.blender.org/manual/en/dev/interface/window_system/areas.html
Just one small note that came to mind now. Using 2 or 3 as hotkeys keys for two or three base points may cause conflict with introducing absolute values for rotation (as in 2 our 3 degrees).
@Duarte Farrajota Ramos (duarteframos) - but here are a few first crude mockups I managed to sketch...
When I was playing with your knives earlier, it seemed quite nice and straight-forward to make the multiple sizes I need from an SVG source in Inkscape.
@Paul Kotelevets (1D_Inc) This is pretty close to how I'd envision things, if we ever get something even remotely like this that'd be perfect.
Sorry for the lack of progress, not much free time right now, but here are a few first crude mockups I managed to sketch.
Work in progress at the moment, most don't work that well over dark backgrounds, so definitely needs adjustments.
Fri, Jul 19
Are file names hardcoded? Should I use the same for export, or am I free to name them more sanely?
Jul 19 2019
I see, fair enough.
Will do, I'll be glad to help with my limited knowledge.
I'll probably be a bit busy next couple of weeks so I can't promise much, but I'll try to squeeze in something. After that I'll probably have some more free time.
Well not really my area of expertise either, but I do enjoy it as a hobby.
Either way I made them in Inkscape, so they are available as vector graphics, should scale well to other sizes, though readability at lower res may dictate manual per-pixel adjustments.
A little nitpicking, I'm sure it is a matter of personal preference, but I think the new knife cursor is not as elegant as the previous.
Something about that 45º slanted tip looks off, like it is piercing through something. A pointier tip helps distinguish were the "hotspot" active pixel is.
Jul 17 2019
Great proposal, this will be a huge game changer for Blender.
I didn't understand what you meant by "Base point support -> [2 and 3]point Alignation".
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Jun 28 2019
So, mapping "|" and "\" keys that are currently seems to be empty will solve problem?
Blender should not use the Tilde key directly, but always map to the key to the left of 1 on the number row.
Jun 26 2019
Just for reference I'll leave a link to what I consider one of the most competent and comprehensive Blender batch rename addons Name Panel or the 2.8 version nS, including options to batch transfer names between datablocks.
Jun 25 2019
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Jun 13 2019
Seems to be back to previous behavior for now, which is more helpful. Many thanks for the fix.
Jun 12 2019
The workaround was to remove this new feature for vertices -> rB21b5af766d33
Sometimes it is better to keep the original behavior.
@Germano Cavalcante (mano-wii) While this is a very welcome addition and a definite improvement, it breaks the ability to snap to original curve vertex, even for non constructive modifiers, like say Edge Split which is a shame.
Jun 4 2019
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In 2.79 I currently use a similar setup and it works quite well.
May 15 2019
May 14 2019
I agree with Campbell here, an explicit way to save preferences even with autosave is desirable.
May 10 2019
May 9 2019
I haven't tried it myself, but from the demo images it does seem to make a lot of sense from a user point of view.
May 7 2019
The way the keymap works in this patch means you can box-select and vertex-select in one action.
The vertex maybe outside the box region you draw, making this feel like a glitch
May 6 2019
If we always auto save preferences we lose the ability to temporarily change something for the current session alone. I often use it if I don't want to permanently change something, or need it just for the current file I'm working with.
Either way I don't have very strong feelings about it, most user preferences are relatively easy to undo or restore to defaults; if you want to fully reset you can easily load factory settings by erasing userpref.blend.
May 5 2019
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Apr 20 2019
This seems to be a more coherent solution. The header should consistently stay at the top
Apr 16 2019
I can see how this would be a useful feature, but it can also be quite destructive if an unsuspecting user creates a new collection and suddenly finds out all his selected objects were moved there.
It also raises some questions like if objects should be moved to the new collection (removed from all current ones) or should they be linked (remain in their current collections in addition to the new one)?
- Can I suggest adding 'Duplicate Linked' as Alt-D ? I think it is even more frequently used than regular Duplicate.