- User Since
- Aug 11 2017, 4:33 PM (207 w, 2 d)
Fri, Jul 23
Suggested expected UX per editor, which can be divided into two levels of UX, the intuitive and the granular:
Thu, Jul 22
Can confirm, search doesn't work with Collections. Mesh data yes. Material nodes can be limited.
Is this like an asset reviewer standalone?
This is a pretty big spanner in the UX of joining and merging and applying geometry from instances. If there are no UVs post the modifier - but the instance has one, they should be applied when applied, it is expected behaviour to preserve the legacy UV's without needing to work around.
Wed, Jul 14
Mon, Jul 5
Jul 1 2021
Jun 29 2021
Proposal B has my vote - even just an unused colour that says "Undefined: will adapt to what you plug in". Not sure about the picker readout proposal of E though, I think the readout should be dynamic to what you plug in.
Jun 28 2021
Jun 24 2021
Jun 18 2021
Bump, will this be implemented for 3.0? I certainly hope so! It looks practically done.
Jun 16 2021
Jun 15 2021
Jun 14 2021
May 29 2021
May 26 2021
May 16 2021
May 15 2021
May 7 2021
Happy to see this task.
Apr 28 2021
Apr 24 2021
Apr 23 2021
Apr 19 2021
Alternatively, if something is marked as an asset, in the fake user count, it should be 1, as if it were fake. If you have a fake orphan data, the count is 1. If you mark it, the count should still be one. If you are refering to the fact that a marked asset makes two fake data blocks, instead of only one, then yes.. this would need to be fixed.
I would opt for something with a simpler UX. It is already complex enough to think about fake users and it's UX - so the marked asset should just tag fake user, and if unmarked, un-tag fake user. There are very rare cases where you want to automatically delete/remove a marked asset, so it should just be fake anyway - this destructive or non-destructive unmarking of the assets should be already assumed by the operator of unmarking the asset. Destructive Unmark (remove fake), Unmark (keep fake)
Apr 15 2021
Wait what? So we don't have stencils to paint with in 2.92 releases and newer?
Apr 13 2021
Apr 12 2021
Apr 9 2021
A warning for operations that may cause crashes or freezing may be a good UX and an encourage change of thought for Blender UI design. We confirm delete dialogues and other operators, even library override application, it would also be consistent here to confirm this operator with a "⚠️* attached to the confirm dialogue. It hurts none and saves work for many.
Apr 8 2021
Apr 2 2021
You can see the issue happening in the Diffuse Light AOV of the Eevee render.
Can confirm. Should be a high priority bug.
Can confirm, this is due to the new Fresnel is BSDF pbr materials. The optimized fresnel from 2.92 didin't have this, but they changed the code and instroduced this with 2.93.
Apr 1 2021
Mar 29 2021
I will merge and build again later this week to test. I'll let you know.
Can confirm, even with blend files saved in 2.93 from last week (21st of March) they corrupt and makes blender do a hard crash.
Can confirm the issue:
Right now, it is nearly impossible to know that you can scale Bendy Bones (when rig display is set to Bendy Bones) by using the "Bone Envelope tool" - something completely de-attached from bendy bone scale concerning UX.
Mar 28 2021
Mar 22 2021
Mar 20 2021
Can confirm the bug. Glad to see a fix.
A toggle for top or botton corner would be nice, I personally would prefer top right for muscle memory from visual widgets and also consistency with the rest. Keep up the awesome proposal! Hope to see this soon, from what I understand the drawing code from the editor is a tricky beast to do something like this, so best luck to you!
Mar 18 2021
Hope it gets reviewed soon! I would use this immediately.
Mar 15 2021
@Benjamin Sauder (kioku), some friends of mine in a fork managed to get this patch going with 2.93, but we have found a snag. The current implementation doesn't multi-select faces, only vertices and edges.
Mar 10 2021
Can't wait for more thumbnails for node groups. Or custom thumbnails!
Mar 8 2021
Mar 3 2021
Hope this makes it in.
Mar 2 2021
Looking forward to this. A node like the array modifier or "new verts in an array", but as a node, would be useful. Specially if it has a UX similar to actually using the array modifier + some.
Feb 26 2021
Feb 17 2021
Been trying this out, it is tricky to unplug many noodles to the same socket, and to visually understand the socket array index. Most software has one socket to start, and if it's an array node, they will add another empty socket below. Plug that in, then another will show, plug that new one in, and another will show. In this case you can easily tell how many are in the array, what could be the index position of the socket, and also unplug conventionally without needing to rely on a few pixel wide hotspots.
Feb 16 2021
Could be a nice replacement for groups, or to add this kind of IN/OUT nodes inside of groups, but I don't think it's a good alternative to what groups provide. Though for looping structures, this would make sense.
Feb 12 2021
Just tried to use these editors, and found they are almost a redundant and non-working editor - no thumbnails, no use when "use nodes" is on, and no properties accessible elsewhere in the UI. The editor is currently legacy with no integration into any practical use - and was mainly there for Blender Internal.
Feb 4 2021
Jan 29 2021
Jan 27 2021
I have been using 1,2,3,4,5,etc for direct mode switching, and object based modes like Armature pose and GP draw with SHIFT+2 - and directly jumping to modes quickly is very useful.