- User Since
- Feb 18 2015, 1:24 PM (238 w, 6 d)
Sat, Aug 31
Fri, Aug 30
Actually been using Blender since 2.5 and I have always had it on, obviously my comment is only an opinion of my own experience. It's probably best to have seperate settings for editors (UE4 does this), the one downside is it can get a bit 'busy' in the preferences with different settings per view. On balance though it would be best I'd say.
Thu, Aug 29
I just tried Release Confirms OFF and it feels completely wrong :) even in node editors. Some tools might have a checkbox for 3D views and 2D views but it could get confusing to differentiate users desired behaviour in graph editors vs node editors vs text editors (what about orthographic views?)
Aug 15 2019
Definitely a +1 for defaulting zoom to mouse position on. C4D made this default many versions ago, it went down pretty well with the majority as far as I can remember. I think its very intuitive but also appreciate that some don't like it, Kind of agree with @Ludvik Koutny (rawalanche) , maybe a poll on Blender Talk or something?
Jul 8 2019
This is looking really good, nice job
Jul 7 2019
My initial reaction is that the current implementation seems a bit better, unfortunately windows and macOS do do their icons opposite and a hybrid solution is probably just going to 'feel' wrong on both. I don't know what the normal expectation is for Linux.
Jun 3 2019
Confirmed on macOS, built with latest from lastnight
version: 2.80 (sub 74), branch: master, commit date: 2019-06-02 11:23, hash: 8d1666fc6de1, type: Release
Mar 21 2019
Return is very macOS friendly that has my vote :)
Feb 19 2019
I hate to add more options here but in my opinion C4D has one of the best outliners of any DCC app. They use the traffic light icons as mentioned above which I great once you learn it :). I’m only here to say that green/red icon states are pretty unfair IF you resort to colours. Blue and Yellow are the safest pairing I believe unless you add a colour blind toggle in the preferences as well. Otherwise, personally I think I like where this is all going.
Feb 16 2019
macOS uses return key to rename - F2 is not actually used universally. It would be best to perhaps leave this unmapped or choose a blender specific key for a popup. Using F2 (windows), return (macOS), ???? (Linux) on selected items in Outliner, Collections and other lists would be very welcome as that would mimic the OS - rename a selected item. Using such a key to invoke a popup would not feel at all natural.
Feb 1 2019
One more thought would be that PS And Affinity use shift+shortcut to do the toggle. E.g w to change to select tool. Shift+w toggles select mode?
Jan 23 2019
Jan 9 2019
Dec 9 2018
Nov 29 2018
This does not occur in the original opened scene
Nov 27 2018
Nov 26 2018
I can confirm the above comment, the key combo is good but actually I think the problem might be the manipulator is missing ing macOS - its been missing for a while in 2.8 (kind of assumed it was by design) - even changing the toggle to something simple e.g shift+h there is still no toggling of a manipulator.
Aug 15 2018
Hmm can confirm this, its... odd experience not being able to swap the selection as expected, in other tools wth similar problems there is usually a concept of 'dropping' the tool to get back to select mode or change to a select mode with a keypress
Jul 13 2018
I have a feeling there is a plan to do this post Code Quest. Some ground work has been laid for this (I know it required the new Depsgraph for instance)
May 21 2018
May 7 2018
I'd like to add votes for
May 6 2018
3D Cursor is potentially quite useful and it's awesome to see some thought going into improving it. I'm personally a LMB select user so use RMB to place the 3d cursor and have enabled the 3d cursor tools add on that lets me drag it around and snap to vertx/edges etc. Its so close to being very good that way.
Apr 30 2018
Hi I was going to add a new bug but I suspect mine is similar - let me know if not and will create a new one
Mar 11 2018
Right OK that makes sense then, and I can see other possibilities for its uses this way. What do we do to make the documentation a little more specific?
Mar 9 2018
Feb 19 2018
Dec 2 2017
I do think it would be good to address this, every nightly build or update or 2.8 version I have to remove blender from quarantine, its not really a desired behaviour.
Oct 7 2017
Sep 29 2017
Aug 23 2017
Hmm I was actually unaware of double clicking the channel.. and I had forgotten about L as I remapped that in the 3D viewport.
Aug 18 2017
Jul 16 2017
@Chris Slazinski (mallow) indeed it is, big apologies I had not seen your comment when I came across this problem before.
Pretty good fix here for it.
Jul 1 2017
Jun 15 2017
Oct 3 2016
May 27 2016
Hi, I am super interested in this functionality, I was thinking about finishing up this diff https://developer.blender.org/D911 and it seems that there is overlap here.
May 15 2016
This would be a very good addition, I came across this causing me problems when doing a deformed torus made from bends/twists etc. In Cinema4D, there is the Connect object that takes the whole stack and has the weld/merge functionality in it. This is very similar concept and would be invaluable.
Jan 3 2016
This is indeed a very useful feature for Gamedevs. Is it possible to resurrect this differential?
Nov 14 2015
Jul 2 2015
Just tested with blender-2.75-d3109a1-OSX-10.6-x86_64 - works awesome! - thanks Bastien. Will it make it's way into 2.76 automagically?
Jun 29 2015
Ok I got a nightly with the change in it and its nearly very good :)
Jun 24 2015
Awesome will test as soon as a build is ready.
Jun 23 2015
May 28 2015
Really sorry I still finding it hard to find a relevant bug about this issue, I am testing with the 2.75 test build published here http://download.blender.org/release/Blender2.75/
I have just run a quick test on this and I am afraid for me its still not right. Using the attached blend, export as FBX Scale 1 then Re-Import Scale 1. You will find the scale of the armature set to 100.
Apr 10 2015
On more playing its not really anything to do with limits, just seems to be baking bevels into those extra diagonal edges even if I apply the bevel
Apr 1 2015
Mar 31 2015
phew, that was quick :)
Mar 15 2015
I have done a list of import options that work for 2.73 and 2.74 RC1 (http://download.blender.org/release/Blender2.74/) here on the UE4 forums, not sure if it helps. But hopefully it does.
Mar 11 2015
I hope this is in the right topic but a CMD/CTRL swap would be mighty nice for Mac users. so anything mapped to CTRL on Windows/Linux can use CMD instead.
Mar 2 2015
Hard to to tell for me what the general preference is here but as a Unity, Unreal Engine 4 and C4D user, WER and alt+mouse for view is definitely my preference. C4D uses ERT and alt+mouse for view but you end up reconfiguring it.