I'm on Windows, and distance muscle memory is a good point by @Brecht Van Lommel (brecht).
Fri, Jun 21
Wed, Jun 19
I came across this problem yesterday and confirmed the source of it today.
Sun, Jun 16
Fri, Jun 7
Ah, that's interesting. Can you please point out where the options are for the VSE preview?
I spent a good 20 minutes looking for it to no avail.
@Piotr Adamowicz (madminstrel) Agreed. I don't mind a few "obscuring floating element"s, but they should always be movable. Ideally, also resizable. And maybe dockable.
Thu, Jun 6
Just adding that I checked with today's version of Blender 8b2b79c2108b and here are the observations:
Wed, May 29
Sun, May 26
As a user, I expect it to literally copy the visual transformation, not copy visual transformation but still offset based on constraint. If I wanted that, I might try to copy local transformation, but not visual.
May 21 2019
May 19 2019
I'm a Windows user, but after the initial "What the heck" reaction, I didn't mind it being an icon and having those Mac-like way of doing things, since an icon is small and distinguished.
Of course, the problem is users may not understand it to be a button, and it's a highly non-standard behavior on Windows.
Apr 28 2019
Apr 7 2019
Ah, it is a setting issue after all. Thanks so much!
Apr 5 2019
Mar 1 2019
Feb 23 2019
It might be the same issue as the side note I made regarding clear visual discrepancy between the same rendering modes for the 3D viewport and VSE preview.
However, I'm not convinced it addresses the core problem I began this report with, which seems to be stemming from the VSE preview not displaying shading options like "Backface Culling" from the 3D viewport.
Feb 21 2019
Until @Brecht Van Lommel (brecht) or some other developer can chime in, and since there was no resolution, should this task be reopened?
I don't know how these tasks are organized for visibility for developers, but I'd imagine tasks marked as "Resolved" would not easily be re-reviewed.
Feb 20 2019
Oh, no problem, I appreciate you looking into it! And, yes, the black is caused by the flip normals option that I setup intentionally.
Feb 19 2019
Right, because the default 3D view doesn't have Shading option enabled.
Hi, @Richard Antalik (ISS), did you open up the file I attached to check the problem? The issue still remains in 2.79 and also in the latest 2.80.
Feb 8 2019
Ah, that makes sense, sorry about that.
Feb 7 2019
Feb 1 2019
Thanks for tackling the issue of not being able to box select while in transform mode, very welcome development!
Tried to replicate this myself by doing different things to the keymap before but I kept running into different problems, so quickly gave up. Glad to see it will officially be remedied.
Jan 30 2019
Just an update that when I initially created this task, I hadn't tested on 2.8. I did just now with the latest beta and the problem is still there.
With the same test file above, Eevee actually seems fairly consistent, except for the lack of the backface culling effect (the viewport outline) in VSE (but other viewport effects seem to work, like DoF, AO, Bloom).
Jan 29 2019
Jan 26 2019
Jan 24 2019
Jan 20 2019
Okay, including a sample .blend file that should be self-explanatory:
Jan 18 2019
Jan 17 2019
Got it. Will try to take care not to accidentally enable it.
Jan 16 2019
Hi, thanks for the response, Antonio. Is it possible to make 2.79 act like 2.8 and not make it enable Continuous Drawing?
2.8's Grease Pencil behavior seems to be that way I wanted/expected it to work.
Jan 15 2019
Ah, I see. That'll do it, thanks!
Jan 14 2019
Oh, so integrating the sequencer with the 3D Viewport like this, will no more be possible? Previz Camera Tools
How about allowing the Sequencer run in a "local" scene different from the "global" scene on the same screen? That way the global scene(screen setting) could be switched as the scenes changes in the sequencer(by a script), but not the contents of the sequencer(area setting). That way the annoying problem of changing the scene also changing the timeline contents of the sequencer could be avoided.
This seems to be a short-term, and patchy fix to Blender not being able to handle an ideal workflow. I really hope the idea of a "global" sequencer is being looked at by the Blender Foundation.
Jan 10 2019
Nov 28 2018
Nov 17 2018
@William Reynish (billreynish) I see it akin to orthographic/perspective, it's a usability issue. I think this is especially true when sculpting, but I find even when modeling or animating, sometimes I want to turn the viewport a certain direction that Turntable doesn't allow me to, but it takes me out of my workflow to fire up the preferences window, find the option to toggle.
Nov 16 2018
Not sure if this is where it needs to be suggested, but couldn't find a more appropriate task.
I like how the splash screen is shaping up. I saw the following shot on Blenderartists: [image]
Nov 14 2018
Nov 10 2018
Nov 1 2018
Oct 23 2018
Oct 21 2018
Ah, okay, my apologies. I misread that as the usual request of dragging and clicking the mouse to enable box selection.
As for only dragging when you are over an object, that is not how Blender works, and probably isn't a very good idea for handling complex 3D scenes. You may be working in wireframe, you may have many tiny objects, or objects with holes, or thin, long objects. It would be very fiddly for most things if you had to drag on top of the thing you want to move. One of the nice things is that you can drag wherever you want
Maybe others can chime in here, but I've used Blender in left-click select mode with left-click drag enabling box select for years and I can't think of a single time this was an issue.
Oct 18 2018
Oct 16 2018
This is shaping up to be an excellent revamp of the default key map.
Oct 9 2018
Oct 2 2018
@William Reynish (billreynish) I mean is this task open to discussions on how to improve the pie menu in general, or meant only to discuss the specific items you outlined in the Description above?
Oct 1 2018
Is this task meant for improvements in general to the pie menu, or just these specific proposed changes?
Sep 24 2018
Sep 23 2018
Hi, @lucas veber (lucky3), thanks for the response.
Sep 21 2018
Sep 4 2018
Sep 2 2018
Aug 27 2018
Aug 24 2018
I just wanted to say I like the first horizontal design a lot, especially with the strip of templates with quick visual representation of the different modes. It actually stirs in me the the desire to want to get into the program and work/explore, which is a huge plus.
Aug 17 2018
Jul 10 2018
In keeping with the "workflow" mentality, would it be possible to get a context-based deletion behavior by default when pressing "x"? Like the Smart Delete addon.
Jun 24 2018
Just a quick question: Is there a plan to make the Favorites Bar optionally a floating panel?
Jun 12 2018
Jun 11 2018
Jun 6 2018
Jun 4 2018
May 31 2018
May 30 2018
I just saw the new update video from @venomgfx . Kudos on all the update efforts to have a coherent and useful default keymap. I may not agree with all the changes, but I think it's a worthwhile pursuit.
May 29 2018
May 25 2018
May 24 2018
It would be great once you select an object in the scene, the object get's always highlighted in the hierarchy of the outliner. So far you can only see a selected object that is in a collection or parented to another object if it's one of the first few icons in the list:
Just so options are considered.
May 23 2018
I use quick layer changing a lot more often than mode change, so making the number change modes isn't ideal for me, and presume would be true for a lot of Blender users as well.