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Wed, Aug 14

Ludvik Koutny (rawalanche) added a comment to T54943: Blender 2.8 Defaults.

I also don't like that behavior, and make sure to turn zoom to mouse position off in any app I use, BUT:

Wed, Aug 14, 10:04 PM · BF Blender: 2.8, User Interface
Ludvik Koutny (rawalanche) added a comment to T67997: Retopology in Blender.

Yep. The general idea here is that it would be very sad if there was a "retopo mode" which would have some great tools useful also for regular poly modeling/creation, but users would have to constantly juggle between two different modes to access the good tools from both retopo and edit mode. Retopo modeling tools, if done right, are equally as useful in regular modeling of organic stuff, such as humans, animals, creatures or plants.

Wed, Aug 14, 8:38 AM · Sculpting and Painting, User Interface, BF Blender

Tue, Aug 13

Ludvik Koutny (rawalanche) added a comment to T67997: Retopology in Blender.

The original idea to have separate retopology mode is ultimately a consequence of how messy and overcomplicated current display and snapping settings are. What should be done is mainly a cleanup and redesign of snapping tools so that it's easier and more convenient to switch between them as well as using multiple modes at once. Rather than avoiding excessive complexity by separating whole retopo workflow into new, separate mode, the excessive complexity should be avoided by cleaning up existing tools to make them more universal

Tue, Aug 13, 12:20 PM · Sculpting and Painting, User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

Yet another big issue with current file browser is how random and wrong the persistence of save settings is. For example, export settings do not survive file reload, they only stick during the file open session. Render output save settings on the other hand do not even persist during file open session, and are immediately forgotten every single time file browser is closed. This creates a huge space for error.

Tue, Aug 13, 10:09 AM · User Interface, BF Blender

Wed, Aug 7

Ludvik Koutny (rawalanche) added a comment to T68312: LookDev & Eevee Preview.

Just for completeness, here is the image that shows the difference when rendering the spheres in cycles and eevee using an HDRI with highlights.


@Vladimir (evilvoland) thanks for your suggestions. When valid we can add options later on, but this needs to be carefully designed.
About the only render option. We are aware of this, but it is not related to shading. There should be a separate design for that.

Wed, Aug 7, 12:58 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T68312: LookDev & Eevee Preview.

Can we please, please pretty please finally fix the background blur in lookdev mode with Eevee? That one makes it really frustrating to use and is the reason I avoid using it unless I really need to: https://devtalk.blender.org/t/lookdev-mode-blurry-background-problem/2706

Wed, Aug 7, 11:16 AM · User Interface, BF Blender

Sat, Aug 3

Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

@Ludvik Koutny (rawalanche) in this branch, we use click to select an double-click to open. This will become the default behavior, so if there are any issues with this, it will have to be solved.

Sat, Aug 3, 7:22 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

One important issue that should be resolved along with this overhaul us that currently, File Explorer fills the name text field with the folder name if you click on a folder. This issue is not visible in default Blender's keymap configuration, as it opens folders on "Press" action, but when the keymap is changed to more OS standard Double-Click to open folders, the first click fills the name field with the name of the folder. The name field fill should be ignored when clicking folders, and only used when clicking files. Currently, I am unable to make the autofilled name stay in the name field if I want to browse to a different folder.

Sat, Aug 3, 1:18 PM · User Interface, BF Blender

Fri, Aug 2

Ludvik Koutny (rawalanche) added a comment to T66667: Adding empty mesh cache modifier to a mesh degrades playback performance significantly even if modifier display disabled.

Please see the discussion at D5228. Currently we see this as a specific corner case that's unlikely to happen (not many people will have an enabled but empty Mesh Cache modifier) and has a workaround (disable the modifier).

Fri, Aug 2, 1:57 PM · BF Blender

Wed, Jul 31

Ludvik Koutny (rawalanche) added a comment to D5241: Use Scene Render Engine for Look Dev.

Switching between using scene lights and neutral lights would be a single click in the Viewport Shading settings, regardless if that's in LookDev or Rendered shading mode. The question here is if switching between those should be the same as switching shading modes (whatever they are called, they can be renamed). And I don't think that's needed here.

Wed, Jul 31, 1:53 PM
Ludvik Koutny (rawalanche) added a comment to D5241: Use Scene Render Engine for Look Dev.

The issues you mention are unrelated to this, they are to be solved separately. Being able to use Eevee when Cycles is the active render engine is important for texture painting, we are not going to change LookDev to always be Cycles, that's not on the table.

Wed, Jul 31, 1:35 PM
Ludvik Koutny (rawalanche) added a comment to D5241: Use Scene Render Engine for Look Dev.

I'm not sure this is the best way to arrange these options. I think it's much more clear for users if "LookDev" is always Eevee and "Rendered" is always Cycles. And then "Rendered" can get options to disable the scene lights or use a custom background.
The name "LookDev" is then not really accurate, but still I think it's better to keep that separation between engines more clear, rather than "LookDev" shading mode using a different renderer depending on the settings.
@Julien Kaspar (JulienKaspar) and @Andy Goralczyk (eyecandy), do you have a preference on how this would work?

Wed, Jul 31, 1:09 PM

Thu, Jul 25

Ludvik Koutny (rawalanche) added a comment to T67242: UV texture transformations do not work in Viewport textured mode.

You keep trying to use the bug tracker to report usability issues or potential improvements, if every user did this we wouldn't be able to handle the amount of reports and I will not make special exceptions, please stop doing this.
Developers working on modules can create their own list of todo's and priorities, if a specific report is something they consider a to do is up to them to decide. Nearly all the time these are known limitations, a bug report about them is not new information and closing the report does not throw away anything.

Thu, Jul 25, 10:08 AM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T67242: UV texture transformations do not work in Viewport textured mode.

This is not a bug, the nodes plugged into the Image Texture node are not taken into account even if this would be good to support.

Thu, Jul 25, 9:14 AM · BF Blender

Tue, Jul 23

Ludvik Koutny (rawalanche) updated the task description for T67502: Edit preferences windows does not remember size.
Tue, Jul 23, 10:39 AM · BF Blender
Ludvik Koutny (rawalanche) created T67502: Edit preferences windows does not remember size.
Tue, Jul 23, 10:38 AM · BF Blender

Mon, Jul 22

Ludvik Koutny (rawalanche) created T67446: Box selection in UV editor does not work with Island selection mode.
Mon, Jul 22, 2:20 PM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T67429: Complex scenes cause node editor interactions to be very laggy.
Mon, Jul 22, 9:59 AM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T67429: Complex scenes cause node editor interactions to be very laggy.
Mon, Jul 22, 9:57 AM · BF Blender
Ludvik Koutny (rawalanche) created T67429: Complex scenes cause node editor interactions to be very laggy.
Mon, Jul 22, 9:48 AM · BF Blender

Jul 19 2019

Ludvik Koutny (rawalanche) created T67242: UV texture transformations do not work in Viewport textured mode.
Jul 19 2019, 4:52 PM · BF Blender

Jul 18 2019

Ludvik Koutny (rawalanche) added a comment to T61797: Cycles ignores 'Local View' mode during Prreview.

It's been reported so many times yet it still sits here at low priority :(

Jul 18 2019, 12:01 PM · Cycles, Rendering, BF Blender

Jul 16 2019

Ludvik Koutny (rawalanche) added a comment to T67048: Adding archimesh stairs object to the scene flips normals of all other objects in scene.

This is not reproducable with a sharable file?
otherwise: are you on https://blender.chat/channel/blender-coders? (think we can send files one-to-one there...)

Jul 16 2019, 2:02 PM · Add-ons
Ludvik Koutny (rawalanche) added a comment to T67048: Adding archimesh stairs object to the scene flips normals of all other objects in scene.

Cannot reproduce here.
[Stairs themselves have flipped normals on the side :), but thats another story... existing objects remain untouched afaict...]
[also dont see any recent commits that might have changed this...]


Do you have a .blend for us where this happens?

Jul 16 2019, 12:52 PM · Add-ons
Ludvik Koutny (rawalanche) created T67048: Adding archimesh stairs object to the scene flips normals of all other objects in scene.
Jul 16 2019, 12:25 PM · Add-ons
Ludvik Koutny (rawalanche) updated the task description for T67044: It is not possible to remove edit mode ruler.
Jul 16 2019, 11:27 AM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T67044: It is not possible to remove edit mode ruler.
Jul 16 2019, 11:26 AM · BF Blender
Ludvik Koutny (rawalanche) created T67044: It is not possible to remove edit mode ruler.
Jul 16 2019, 11:22 AM · BF Blender

Jul 15 2019

Ludvik Koutny (rawalanche) created T66972: Blender 2.8 autosave doesn't clean up after itself.
Jul 15 2019, 10:50 AM · BF Blender

Jul 11 2019

Ludvik Koutny (rawalanche) added a comment to T66675: Tooltip urgently needed for Preferences editor button to avoid user data loss with factory-defaults..

This is very problematic. Most new users don't even grasp the concept of preferences autosaving being something optional, since in almost all other softwares, preferences are always auto-saved. So many people will think that "Skip auto-save" refers to skipping auto-saving of the .blend files for backup and recovery purposes, and they will most likely proceed to uncheck that checkbox. There's absolutely nothing that implies this UI element is related to preferences, not auto-save feature of autosaving .blend files periodically.

Jul 11 2019, 1:28 PM · BF Blender

Jul 10 2019

Ludvik Koutny (rawalanche) created T66667: Adding empty mesh cache modifier to a mesh degrades playback performance significantly even if modifier display disabled.
Jul 10 2019, 3:37 PM · BF Blender

Jul 9 2019

Ludvik Koutny (rawalanche) added a comment to T66602: Material properties thumbnail update causes short UI freeze 2 seconds after material parameter change.

We want to improve the performance here in the future, but it's not considered a bug.

Jul 9 2019, 8:42 PM · BF Blender
Ludvik Koutny (rawalanche) created T66609: Clicking Save on Blender close saves the scene but does not close Blender.
Jul 9 2019, 3:13 PM · BF Blender
Ludvik Koutny (rawalanche) created T66602: Material properties thumbnail update causes short UI freeze 2 seconds after material parameter change.
Jul 9 2019, 12:29 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T61474: Laggy interaction with gizmos, does not happen when running other 3D apps at the same time.

Same here. I can confirm that debug code 474 solves the problem. Windows 10 1809 + GTX1080Ti

Jul 9 2019, 9:39 AM · BF Blender

Jul 8 2019

Ludvik Koutny (rawalanche) created T66551: Planar scale handles of scale gizmo are extremely sensitive.
Jul 8 2019, 12:17 PM · BF Blender

Jul 4 2019

Ludvik Koutny (rawalanche) added a comment to T65387: Brush adjustment cancel action is hardcoded.

Lack of customizability in the keymap is not considered a bug, but a feature request.

Jul 4 2019, 10:25 AM · BF Blender

Jul 2 2019

Ludvik Koutny (rawalanche) added a comment to T63356: Small object are not selected with Box Select tool.

Low priority? Really? This behavior can have severe, sometimes even devastating effects when unnoticed.

Jul 2 2019, 2:42 PM · BF Blender
Ludvik Koutny (rawalanche) created T66333: Box select fails to select tiny objects.
Jul 2 2019, 12:47 PM · BF Blender

Jun 25 2019

Ludvik Koutny (rawalanche) added a comment to T61474: Laggy interaction with gizmos, does not happen when running other 3D apps at the same time.

I currently don't have an nvidia card so can't check, but can you see if switching this option to maximum performance (for just blender, second tab in that screenshot, not global) solves the issue when blender is running alone?

Jun 25 2019, 2:59 PM · BF Blender

Jun 20 2019

Ludvik Koutny (rawalanche) added a comment to T65800: Viewport Axis line alpha is hardcoded.

This is not a bug but a feature request and should go to: https://blender.community/c/rightclickselect/

Jun 20 2019, 8:33 AM · BF Blender

Jun 17 2019

Ludvik Koutny (rawalanche) created T65879: Scale in global transform space is applied in wrong order.
Jun 17 2019, 12:14 PM · BF Blender

Jun 14 2019

Ludvik Koutny (rawalanche) created T65800: Viewport Axis line alpha is hardcoded.
Jun 14 2019, 8:47 AM · BF Blender

Jun 13 2019

Ludvik Koutny (rawalanche) created T65781: Collections created with hotkey do not show in outliner.
Jun 13 2019, 1:06 PM · BF Blender

Jun 2 2019

Ludvik Koutny (rawalanche) added a comment to T65417: Manipulator lag.

@Ludvik Koutny (rawalanche) The default drag distance *is* already 3px for mouse input, but there's a bug that means it sometimes uses the wrong threshold value, which is why it's currently inconsistent.

Jun 2 2019, 9:32 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T65417: Manipulator lag.

This change needs to be combined with the change of default drag distance value. Current default of 10px will be indeed uncomfortable for most people. 3px feels reasonable.

Jun 2 2019, 5:13 PM · BF Blender

Jun 1 2019

Ludvik Koutny (rawalanche) added a comment to T65266: Preferences autosaving in portable installation destroys preferences of non-portable installs.

I am unable to reproduce it again. I may have accidentally launched Blender once without having created portable config directory first, so it may have been a mistake on my side. I guess this can be closed, at least until I manage to reproduce it again. Sorry.

Jun 1 2019, 1:10 PM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T65389: Face dots are not shown in Xray mode.
Jun 1 2019, 1:03 PM · BF Blender
Ludvik Koutny (rawalanche) created T65389: Face dots are not shown in Xray mode.
Jun 1 2019, 1:00 PM · BF Blender
Ludvik Koutny (rawalanche) created T65387: Brush adjustment cancel action is hardcoded.
Jun 1 2019, 12:16 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T65266: Preferences autosaving in portable installation destroys preferences of non-portable installs.

I can't reproduce this problem. For me it's saving to the portable install folder.
It's not clear to me what could be causing the bug, as the code for auto-saving and pressing the Save Preferences button manually appears to be the same. I guess some state could change right before Blender quits, but I can't see how it would affect portable install detection.

Jun 1 2019, 12:10 PM · BF Blender

May 29 2019

Ludvik Koutny (rawalanche) created T65266: Preferences autosaving in portable installation destroys preferences of non-portable installs.
May 29 2019, 1:03 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63996: Click over a Gizmo to select items underneath it.

Sometimes you just want to select a single vertex, which is being occluded by a gizmo. Not *add* it to the selection, just select it. That case would not be covered then since simple selection does not involve any modifier key.

You mean in case there is already a selection and you want to override it by selecting a vertex behind the gizmo ? Does this happens really often ?
In this case we need to click an empty space or press "a" key to deselect everything then do the new selection. That's not a big deal because most of time you prefer to be sure to have nothing selected before doing a new selection.
Lowering the drag threshold can do the trick but it requires some test because having a sluggish gizmo is very annoying

May 29 2019, 11:48 AM · BF Blender, User Interface

May 28 2019

Ludvik Koutny (rawalanche) added a comment to T63996: Click over a Gizmo to select items underneath it.

I am confused as to how detecting modifier key solves this? Modifier key is not always held when selecting an item which can be covered by a gizmo. Sometimes you just want to select a single vertex, which is being occluded by a gizmo. Not *add* it to the selection, just select it. That case would not be covered then since simple selection does not involve any modifier key. What happened to differentiation between click and click-drag? That's how for example 3ds Max solves it, and it works very well.

May 28 2019, 8:49 PM · BF Blender, User Interface
Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

All that is really needed is to have additional keymap operator that activates a toolbar tool instead of directly activating a tool mode. It is already doable by a mouse click. There is no reason it should not be doable using a hotkey press too.

May 28 2019, 10:30 AM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

@Ludvik Koutny (rawalanche) if you use cycle it preserves the select state, it just cycles after you press it again.

May 28 2019, 10:24 AM · BF Blender

May 27 2019

Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

Currently using keymaps you can activate a spesific tool directly, or you can cycle the group of tools (which first activates the group, then cycles).
If we want some additional ways to activate tools they can be added - but it's a feature request.

May 27 2019, 2:30 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

Talked online, this is already supported, enable cycle option in the keymap.

May 27 2019, 12:36 PM · BF Blender
Abid Maqbool (cto.abid) awarded T63392: It is not possible to activate select tool using hotkey without changing its mode a Like token.
May 27 2019, 4:56 AM · BF Blender

May 20 2019

Ludvik Koutny (rawalanche) updated the task description for T64886: Wireframe viewport mode defaults to Xray value of 0.5 causing unnecessary dither noise.
May 20 2019, 4:00 PM · BF Blender
Ludvik Koutny (rawalanche) created T64886: Wireframe viewport mode defaults to Xray value of 0.5 causing unnecessary dither noise.
May 20 2019, 3:59 PM · BF Blender

May 10 2019

Ludvik Koutny (rawalanche) added a comment to T61474: Laggy interaction with gizmos, does not happen when running other 3D apps at the same time.

Laggy (only blender running):


Smooth (OBS just running in the background - not recording):

May 10 2019, 3:25 PM · BF Blender

May 9 2019

Ludvik Koutny (rawalanche) added a comment to T61474: Laggy interaction with gizmos, does not happen when running other 3D apps at the same time.

the problem is still there even with today's build
I think that saying its related to gizmo is super misleading.
It is way more noticeable when gizmos are present but it's still there without it
I mentioned that before on topic that was merged here, the problem is there only if other software ( even in the background) is not using the video card
Opening anything next to blender instance will give an instant speedup that includes Nvidia Experience Overlay which is enabled on GTX cards by default, so 99% of users will not even notice unless they disable everything.

May 9 2019, 2:50 PM · BF Blender

Apr 26 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

In case of 3ds Max it's selecting another mesh element next to the one already selected in the direction of the ring while holding Shift. Or Ctrl+R.

Apr 26 2019, 4:30 PM · BF Blender, User Interface, Code Quest

Apr 25 2019

Ludvik Koutny (rawalanche) added a comment to T55326: Massive slowdown when animating material in a highpoly mesh.

I've just tested latest build and I can confirm it also fixes the T62176

Apr 25 2019, 9:53 AM · BF Blender

Apr 19 2019

Ludvik Koutny (rawalanche) added a comment to rBf41ab375f38b: Fix T62792: AMD glitch when clipping region in edit mode..

this generation of videocards now work very well especially on windows, why deprecate them after solving most of the known problems?

Apr 19 2019, 6:28 PM
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

@Jaroslav Brudna (r4p7or_3D) (sorry for offtopic) Hey, if you want the functionality you propose straight away, without waiting, then this may help you: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406

Apr 19 2019, 3:16 PM · BF Blender, User Interface, Code Quest

Apr 17 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

Yep, another vote for the Tab key for object mode toggle. If quick search is an issue, then that one is equally as much found on Ctrl+Space or F1 keys in other apps. It'd made general sense, as 1-9 keys would be to enter different modes, and Tab key would be to exit any mode, so it's kind of a different type of key.

Apr 17 2019, 11:41 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

Ouch... I'd assume that the number keys will always toggle edit submodes of any mode you are in in the same order. At least that's how it works in all the other apps that use number keys to switch edit submodes :)

Apr 17 2019, 9:22 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

Also, it doesn't appear to be working in other modes with multiple sub-modes. Such as hair edit mode. Hair edit mode has 3 submodes yet 234 buttons do not switch them but instead switch back to mesh edit mode.

Apr 17 2019, 9:16 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

I know of no other app that use Esc for object mode. 1 is used by some apps and it works well for Blender’s various object types.

Apr 17 2019, 9:10 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

I would rather not use Esc, which is both odd and hard to reach. Will keep as-is because none of the other alternative proposals will work well.
Tab is more useful for other things like operator search.
Using 1 for object mode is used by some other apps, and it’s also the default mode in Blender. Plus, it mirrors the same order you see in the Mode drop down menu. So I’ll keep it this way.

Apr 17 2019, 9:05 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

By the way Ctrl+LMB in the industry keymap is still broken. Blender uses some heuristic to select closest element to mouse cursor when selecting. In this keymap, it works for Shift+LMB to Add to selection, but does not work with Ctrl+LMB to remove from selection. Deselecting edges using Ctrl+LMB for example is nearly impossible now, as one needs to click pixel-precisely on the edge. It works in my custom keymap though...

Apr 17 2019, 9:01 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

@Ludvik Koutny (rawalanche) Which key for object mode?
Tilde is not a good option because it doesn't exist on many keyboards. 4 has the issue I mentioned many times already, which is that for non-mesh objects, there is no vert/edge/face mode, creating a gap in the keymap.

Apr 17 2019, 8:57 AM · BF Blender, User Interface, Code Quest

Apr 16 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

I still don't get it. What's wrong with the idea of using non number key for switching back to object mode? :|

Apr 16 2019, 8:54 PM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T62154: Impossible to use any other mouse button than MMB to navigate in Knife tool mode.

I found a workaround that makes the navigation with Alt + LMB/MMB/RMB possible while using the Knife Tool.
In Keymap -> 3D View -> Knife Tool Modal Map you need to have Panning set for Alt+LMB, Alt+MMB, Alt+RMB.
And the Panning Alt+LMB must be set before Add Cut with Left Mouse.(the order is important)
Here is how it looks in my settings:

Apr 16 2019, 3:40 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

@Gatis Kurzemnieks (kurzemnieks)
Set viewpoints to F-keys as you suggest.
@Ludvik Koutny (rawalanche)
In practice there are problems if you set it to vert, edge, face, object, in that order. For example, what to do if you have a curve object selected? Currently, it's no problem. 1 is still object mode and 2 is edit mode. But if we did it as you suggest, 1 would be edit mode and 4 would be object mode, while 2 and 3 would be unused. So in practice it's not so nice.

Apr 16 2019, 1:04 PM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.
  1. 1234 keys currently do not make sense. In almost all other packages, mesh element modes start from 1-vertex, 2-edge, etc... Yet in a typical weird Blender manner, 1 is object mode here, and vertex starts at 2.

Doing it that way is harder to support in practice, because of the fact that different object types have a different number of edit mode element submodes.
Also, because object mode is the default mode in Blender, setting it to 1 has the nice advantage is making it easy to go back to it.

  1. Inset tool doesn't appear to be working at the first sight, because there is no viewport gizmo. It appears as if nothing happened upon pressing I. Same goes for Bevel.

Not quite sure what you mean. You simply click and drag.

  1. Ctrl+Left clicking to deselect triggers a menu entry instead for some reason:

This was changed already.

  1. Ring select shortcut missing...?

Do you have a suggestion for it?

Apr 16 2019, 9:31 AM · BF Blender, User Interface, Code Quest

Apr 15 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

Some issues I have encountered:

  1. If the map has to be compatible with industry standards, then the zoom method setting in the preferences should be changed from vertical to horizontal. Most of the Maya style navigation users are used to zoom horizontally, as it's much easier to do while holding a mouse:

  1. 1234 keys currently do not make sense. In almost all other packages, mesh element modes start from 1-vertex, 2-edge, etc... Yet in a typical weird Blender manner, 1 is object mode here, and vertex starts at 2.
  2. Inset tool doesn't appear to be working at the first sight, because there is no viewport gizmo. It appears as if nothing happened upon pressing I. Same goes for Bevel.
  3. Ctrl+Left clicking to deselect triggers a menu entry instead for some reason:

  1. Ring select shortcut missing...?
Apr 15 2019, 10:09 PM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) updated the task description for T63621: Cycles Ambient Occlusion settings are still present in World instead of Render Settings.
Apr 15 2019, 9:05 AM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T63621: Cycles Ambient Occlusion settings are still present in World instead of Render Settings.
Apr 15 2019, 8:58 AM · BF Blender
Ludvik Koutny (rawalanche) created T63621: Cycles Ambient Occlusion settings are still present in World instead of Render Settings.
Apr 15 2019, 8:58 AM · BF Blender

Apr 11 2019

Ludvik Koutny (rawalanche) added a comment to T63475: Imported GLTF files with keyframes creates strange graphs until manually updated.

This will be manage on upstream issue tracker:
https://github.com/KhronosGroup/glTF-Blender-IO/issues/419

Apr 11 2019, 9:06 AM · Import/Export, Add-ons

Apr 10 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

@Ludvik Koutny (rawalanche) I don't fully understand the issue. I just tested the Knife tool, and it seems to work fine with Maya-style navigation, unless there is something I am missing.

Apr 10 2019, 6:24 PM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

The initial implementation of this keymap is now included with Blender 2.8, and will appear in the official builds for testing.

Apr 10 2019, 2:15 PM · BF Blender, User Interface, Code Quest

Apr 9 2019

Ludvik Koutny (rawalanche) added a comment to T63419: Add Select to Drag Action menu.

I think it could be a good idea if there was just one "Select" entry which would respect whatever mode the select tool is set to inside the toolbar. Otherwise switching between select tool modes would then also require user to switch to that different select tool mode in each of the 4 transform tools. That could result in overwhelming micromanagement of selection behavior across every other tool in the toolbar. Or the drag action should be a global setting for all the tools, not remembered per tool.

Apr 9 2019, 3:33 PM · BF Blender: 2.8, User Interface, Code Quest

Apr 8 2019

Ludvik Koutny (rawalanche) created T63392: It is not possible to activate select tool using hotkey without changing its mode.
Apr 8 2019, 4:06 PM · BF Blender

Apr 7 2019

Ludvik Koutny (rawalanche) added a comment to D2862: Cycles: schedule more work and prevent CUDA driver timeouts..

I'll revisit this patch when I've done some other changes. Initially I was testing with a GTX 1080 on Linux, but I found out this combination supports compute preemption and doesn't suffer from display freezing anyway. Windows does not support compute preemption and it seems for a responsive display you need to set the timeout quite low there, which makes performance worse than before. That may be useful anyway for viewport rendering, but then probably should also have some UI control or only apply to viewport render.

Apr 7 2019, 11:28 AM

Apr 6 2019

Ludvik Koutny (rawalanche) created T63341: Xray mode makes some shading popover options grayed out despite them working.
Apr 6 2019, 8:09 PM · BF Blender
Ludvik Koutny (rawalanche) awarded T63193: Animation Editor Scrubbing Area a Like token.
Apr 6 2019, 9:19 AM · BF Blender, User Interface

Apr 5 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

@Ludvik Koutny (rawalanche)
JKL is neither a Mac convention nor a Final Cut one. It is used by all the major editing suites.
It could be removed, but it’s not a Mac-only phenomenon.

Apr 5 2019, 8:56 AM · BF Blender, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

Honestly, I don't find the JKL playback controls very intuitive. Overwhelming majority of Blender users are on Windows, where they don't have access to Final Cut Pro, so it would make more sense to get the keymap closer to Windows editing tools, such as Adobe Premiere, which is truly an industry standard, or Blackmagic Resolve. Premiere and Resolve are available on both Windows and Mac, while Final Cut is only Mac. That should cover a lot more users.

Apr 5 2019, 8:42 AM · BF Blender, User Interface, Code Quest

Apr 3 2019

Ludvik Koutny (rawalanche) added a comment to T61492: Layer Switching Shortcut Inconsistency.

I think the easy solution, in this case, is to make sure industry keymap is good enough.

The problem is, the "INDUSTRY STANDARD" keymap never had things for quickly toggle layers. It's a unique Blender feature.
What's the point of making Blender follow the "INDUSTRY STANDARD", while the so-called "INDUSTRY STANDARD" is so far behind blender's innovation on the user interface. You know, the actual "USE" part.
Not to mention, also, as only a small part of the big industry, Blender is not here to change the industry standard. The industry standard is a thing everyone agrees on. Not something you can just change.
Some of these ideas, debates, and changes made to Blender's UI are so counter-intuitive/counter-productive it boggles my mind.
But for the actual topic, yea I think the Move to Collection key should work similarly like 2.7. OR,
what about moving the collection/layer control into a pie menu or something way more efficient than a bunch of keys in terms of efficiency? Such as an infinite scroll menu that corresponds to the number keys when open?
The reason I suggest an infinite scroll menu that responds to number key input only after the menu is open, is that I also don't like filling the 1-9 keys with almost identical functions only with parameter changes.
I was able to create menus in Blender where the operation works differently based on which modifier you held down when clicking the menu items.
So, we could go to this infinite scroll menu, find the collection you want to look at, click it, and show it; Shift-Click it to toggle its visibility; Alt-Click to move selection into this collection; Alt-Ctrl click to take the selection out of its original collection and put into the new collection.
Hell, we could even make this menu persistent after clicking, essentially making it a Collection/layer Manager.
The number 1 keys responds to the first displayed item in the list of collections, and scroll wheel scrolls the list.

Apr 3 2019, 9:01 PM · User Interface, BF Blender: 2.8
Ludvik Koutny (rawalanche) added a comment to T61492: Layer Switching Shortcut Inconsistency.

I agree that numbers for collections is a really weak concept. I think easy solution in this case is to make sure industry keymap is good enough so that most people will use it, and the people using legacy keymap, which will come with collection number hotkeys, will sooner or later switch to the industry one, once everyone else will be using anyway, and the legacy keymap will finally be deprecated.

Apr 3 2019, 1:34 PM · User Interface, BF Blender: 2.8

Apr 2 2019

Ludvik Koutny (rawalanche) added a comment to T63212: Gizmo, pivot, axis, for manipulation need to show modifier applied mesh elements position..

I don't see how what you explain relates to armature modifiers in edit mode at all. The difficulty is to position and rotate the gizmo along with the armature deform, and to do the inverse when applying the gizmo transform to vertices.

Apr 2 2019, 8:09 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63212: Gizmo, pivot, axis, for manipulation need to show modifier applied mesh elements position..

@Ludvik Koutny (rawalanche) All of that is actually unrelated to this issue, which is that modifiers aren’t taken into account. Changing any of those things won’t solve the problem of modifiers and gizmos.

Apr 2 2019, 2:11 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63212: Gizmo, pivot, axis, for manipulation need to show modifier applied mesh elements position..

@takeshi funahashi (waitinfuture) It isn't really a bug, just more of a current limitation. It would be nice if gizmos would take modifiers into account, but it's probably not completely trivial to support all kinds of modifiers.

Apr 2 2019, 12:11 PM · BF Blender

Mar 30 2019

Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

If you really need a good keymap right now, then you can use this one: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406

Mar 30 2019, 7:19 PM · BF Blender, User Interface, Code Quest

Mar 17 2019

Ludvik Koutny (rawalanche) added a comment to T62663: FBX exporter uses Mesh Datablock to name exported objects instead of object names.

Well, report was missing two crucial pieces actually:

  1. A .blend file to reproduce the issue (given incomplete info I had, I though that it might have been a specific set-up triggering the issue).
  2. More important than anything, complete info with detailed steps to reproduce it (since it's not reimporting FBX file into Blender that is the issue, it’s importing it into UE4).

Now am sorry, but if UE4 decides to use the geometry part of FBX data's name as its object name, we cannot do anything about it. Blender's FBX exporter export Model FBX nodes with object name, and Geometry FBX nodes with obdata (mesh) names, as it's expected.

Mar 17 2019, 6:38 PM · Import/Export, Add-ons
Ludvik Koutny (rawalanche) added a comment to T62663: FBX exporter uses Mesh Datablock to name exported objects instead of object names.

Anyway, this is a bit more complicated problem indeed. Blender has this unique weird concept of datablock being something user can explicitly name. It works in case of Blender:


But it doesn't work in case of Unreal Engine 4:

Mar 17 2019, 10:21 AM · Import/Export, Add-ons