- User Since
- Jun 8 2014, 7:46 AM (231 w, 4 d)
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Ah, okay, my apologies. I misread that as the usual request of dragging and clicking the mouse to enable box selection.
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.
Thu, Oct 18
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.
May 22 2018
I agree. Context-sensitive right-click menus I think should be a given for industry standard keymap.
@William Reynish (billreynish) The Curve Extrusion tool looks very intuitive, and far superior to what Maya has.
@William Reynish (billreynish) In Maya, the spacebar, aside from toggling the quad view, it also shows a layout of menu items while held down:
May 20 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.
May 18 2018
Not sure for the scope of this task, but I agree, Blender should allow for a more robust expression system.
May 17 2018
YES, much needed. I actively avoid drivers because they're so cumbersome to setup. I'm really curious about what "Open Driver Editor" will open.
May 16 2018
@William Reynish (billreynish) Actually, you're right, it's pretty much the same behavior. I think my main thing is when scaling individually extruded faces, it'd be more useful to have them scale on their individual origins by default temporarily.
May 15 2018
This is great! I have a few suggestions for extrusions that I think would be really helpful:
May 6 2018
@William Reynish (billreynish) Appreciate you taking the time to respond. I hope my suggestions are not derailing the purpose of this task. I got excited at the notion of making the 3D Cursor more powerful, but I think the real goal here is to make it feel more refined and less disruptive, and not adding more features.
May 4 2018
I love the idea of expanding the 3D Cursor to be more powerful.
Feb 21 2018
Dec 20 2017
Hi, @Sergey Sharybin (sergey). The forum discussion is just to contextualize my problem, but reading it is not necessary to replicate the problem in this report.
Dec 2 2017
I can confirm that something has changed from 2.78 to 2.79. I have a custom keymap and have this exact same problem.
Nov 21 2017
Thanks, @ronan ducluzeau (zeauro), I appreciate the feedback.
Nov 20 2017
Thanks for the quick reply, @ronan ducluzeau (zeauro).
Running into this issue again. Could this be possibly be fixed with the new depsgraph or something?
Aug 2 2017
Oh, forgot to respond to this. The exporting itself works just fine for me.
May 27 2017
There should be as I've also confirmed this with a co-worker.
May 26 2017
Ah, sorry, it was late, haha. Here's the file:
May 19 2017
For when you get around to it:
In case it helps, just wanted to add on that thing that seems apparent to me in my tests is that exporting .fbx out of Blender bakes the animation as if basically all the options for Bake Action are checked.
Whereas, when importing the .blend into Unity straight, the baked animation is as if only the "Only Selected" option is checked (which, in this case, seems to be the desired setting).
Thanks for the suggestions, @Bastien Montagne (mont29). I tried changing the Simplify value to different values (including 0), as well as the Sampling Rate just in case, but nothing seems to help. =/
May 18 2017
Right, but this doesn't look like one of them. Problem also replicated by co-worker. I'd appreciate it if somebody could look into this.
Ah, actually, it looks like baking within Blender works if only "Only Selected" option is on. (While testing, I somehow came to the conclusion that all the options needed to be checked.)
May 17 2017
Yes, but neither exporting to .fbx to Unity nor baking the animation in Blender works corectly. Did it work for you in 2.78c?
May 15 2017
Right, though I think it should be noted that, while this may not be a bug, this behavior is fixed by enabling the new depsgraph. Maybe that could be useful. Thanks, Sergey!
@ronan ducluzeau (zeauro) Thanks, that worked like a charm! I'm actually a little disappointed that I didn't think of that myself.
May 14 2017
May 9 2017
May 2 2017
I'm still bumping up against this problem. Are there plans to remedy this limitation in 2.8? Even if it breaks older rigs, I'd be glad to have this limitation removed going forward.
Feb 17 2017
I tried reimporting the .fbx to Blender, and as you said, it works fine. Then I tried importing it into Sketchfab and also Unreal Engine and the animations all work fine in those as well.
Feb 16 2017
Oh, and just in case it's needed, before I change the items in the hierarchy, this is the structure as it imports into Unity by default from the .fbx exported out of Blender:
I tried it but it's still shifting. =/
Feb 14 2017
Oopse, forgot to attach the file:
Feb 8 2017
Hi, Ivan. I appreciate you taking the time to recreating the metarig.
Yes, I did originally make some modifications to the ORG-bones on my rig. I guess I wrongly assumed the z-axis should be facing up..
Feb 6 2017
Feb 2 2017
Oh, wow, nice, it worked! The snipet resolves the issue for me.
Thanks for looking into this. I could think of one thing that possibly could've affected the animation data.
Jun 6 2016
Ah, okay, in retrospect, I realize I should've included the .blend file.
Jun 3 2016
May 12 2016
Ah, I apologize, really sorry for wasting your time!
May 9 2016
I'm not sure if this would be covered in the scope of this task, but would it be possible to register drag direction as positive?
Apr 21 2016
Well, that's embarrassing.. I thought I checked for that when doing the tests. Sorry for wasting your time, but thanks for checking it out!
Apr 20 2016
Apr 15 2016
Oopse, you're right. My apologies for lying. Just tested on 2.76 and 2.73.
I guess when I was testing this out last night, I accidentally did it for the armature instead of the bone in the other versions, haha.
Apr 14 2016
I'll do you one better than a .blend. Show and tell: