The industry keymap, which is already planned, will not be replacement for Blender's standard keymap. It will be shipped with Blender as an alternative. The reason you too will be using industry standard one is that after a few years, there will be almost no people left using Blender's legacy keymap ;)
Apr 3 2019
I think the easy solution, in this case, is to make sure industry keymap is good enough.
Mar 1 2019
Using this with Blender 2.7x allows the redraw to be triggered based on the window event timer after switching windows. No matter what layout changed, this consistently redraws based on the window event timer.
Old Screencast_key addon for 2.7x
Feb 28 2019
Why did you make two reports in the first place when they are talking about the same thing?
Feb 23 2019
Furthermore, please mention what exact version of Blender you are using.
Feb 21 2019
Feb 20 2019
If you bind 'S' key + 'RMB' to an action, but other actions are bind to only 'S' or 'RMB', then the input of 'S' + 'RMB' will be consumed by the two other actions, resulting in the 'S'+'RMB' never ever being triggered.
You could try to get a different daily build, and it might start to work. A factory reset might help, too.
Jan 10 2019
Win 10 Pro, gtx 1080
Nov 18 2018
I just realized one possible problem of executing items on release. If a pie menu is executed by pressing S, and an option in it responds to S on release, then I move my mouse on a different option that's activated by a different hotkey, now releasing "S" key will have 2 possible outcomes, they might be fighting for priority. Or, even if I don't want to select any options, it would execute the option that's tagged with "S".
Nov 17 2018
I'd really recommended not to try to fix this, there may be no clean solution given Blender's event handling design, and trying to find a clever solution is likely to introduce bugs. There are many more important things to fix, like T56950: UI Paper Cuts (Parent Task).
Nov 16 2018
There are thousands of these little things that could be improved. Realistically this is so low priority it's unlikely to ever be solved.
But mainly, this tracker is purely for bugs, and I don't consider this one.
Not entirely sure how to handle these kinds of reports - I would tend to agree that this is actually a feature request, not a bug.
Nov 15 2018
Sep 22 2015
Please avoid reporting several bugs at once.
- You most likely disabled 'Global Undo' in Userpreferences, Editing tab (or set its steps to 0).
- Please try to start Blender in factory settings (--factory-startup commandline option) (this will ensure whether this is a userpref or addon issue or not).
- No need to report it if already fixed…
Well. now I am using 2.75a, and this happened to me. If I reinstall blender, will I lose my settings?
Oct 23 2014
May as well put a difference between grid floor scale and scene scale. Those two are totally different things. I did not know about the grid scale before, thus i went to change the scene scale, which just made all these trouble spawn one by one.
Oct 9 2014
Have tried it and found no bug. But i can understand the problem.
I think lattice objects havent taken GridFloorScale into account before 2.72, therefore all lattice operations started with no deformation.
Now you get already changed lattices if your GridFloorScale isnt 1.00 and you forget to correct it in the radius setting (tools). This can be confusing indeed, the decision may be questionable.
For your last example, simply try to change your lattice back in Editmode to 50cm in each direction.
This is the other post where I initially reported this "intended behavior". <-- sarcasm right here. But since I've discovered many new interesting conditions on this matter, I don't think it will be much helpful to read through it.
The only thing i could think of is the unit systems. You must have mixed steps of creating the mixed some viewport grid / unit system tweaks inbetween of object creation. So to fully understand what was wrong steps of reproducing the file you've attached here from the very scratch are needed.
I'm sorry about the confusions, but I didn't have a clue of what is really the problem in the beginning. I only happens to know that my lattice isn't working properly because of all what has been the problem that all of us pointed out.
Oct 8 2014
This is indeed not a bug but intended behavior (btw no "scene scale" used at all - this is why test files are useful, because terminology can be confusing).
Consider what happens when you set the Radius property: this is exactly the same as going into edit mode on the lattice, selecting all vertices and scaling by factor of 2. On the other hand scaling the lattice object does not change vertex positions in local space and so has no effect on modified objects.
I just want to update the 2nd point a bit.
Note to reset the fixed creation size of objects, a restart of blender application is needed. But sometimes restarting won't even reset it, I have no clue why.
Ok, I've find some interesting information on Blender artist forum.
Oct 7 2014
I can make a video and find a way to show you, to demonstrate the problem, if you insist.
Here is the original one without me applying the transform. Same thing is happening and I have not find any similar situation post on the internet.
We get notifications for closed reports. The thing is -- you're applying transform on the lattice, which is the same as if you scale it in edit mode.
Here is file I can't get it more simpler, but still have the problem I'm having.
That's because you edited lattice in edit mode, to make the lattice fit your object you are to scale it in the object mode. It's not a blender bug, just how stuff is designed to work.
Thanks for the report, but closing it now.
Oct 3 2014
Oct 2 2014
Here is the .blend file, and the files I exported using group batch and single mode. they are 100 times bigger or smaller even in Autodesk FBX previewer, no need to import them into Maya or 3DsMax now and you can see what's wrong. I simplified the file and get rid of all but 4 groups of mesh left for the ease of your testing. (I did test the export after I simplified everything, it still gives me the different scale)
Sep 25 2014
Blender 2.71 is way too old for FBX bug reports, please try with the new 2.72 RC1, or just use a build from our buildbot.
Sep 24 2014
Btw, just to make it clear, when I export model individually, they appear in correct size both in UE4 editor and Maya. Which makes me think that this issue when I use batch export is definitely a bug.