- User Since
- Aug 14 2020, 9:16 AM (110 w, 4 d)
Jun 4 2022
May 29 2022
May 13 2022
Oh come on @Paul Kotelevets (1D_Inc) you can't be serious. Are you here to block/ obstruct and confuscate any meaningful discussion again? Stick to 2.79b and let the rest of us move on and have some innovation, will ya?
No, I don't want to differentiate between left and right. Depending on the view, I can only drag select from an already selected face to adjacent faces. I want to select them either all enclosed in the selection window or all touched. What you suggest is to be the only option is actually another feature to switch direction based. FWIW I explicitly toggle between "select all fully enclosed by the selection window" or "select all within selection window". There's no arguing about this need. We can discuss how to incorporate this in the UI:
- There's the boolean option for: "select all fully enclosed by the selection window" or "select all within selection window"
- And there's the option to enable automatic left-right as "drag left to right to select enclosed, else: within", "drag right to left to select enclosed, else: within" or "no directional selection"
@Julien Kaspar (JulienKaspar) I beg to disagree with the additional edge/ face options. Being able to select faces/edges that are touched by the selection window or contained can save a lot of time in specific selection cases, simply because your selection can be more precise.
I really do appreciate that you are now looking into this patch, hope we can make it in!
May 1 2022
Apr 12 2022
I would also like to emphasize that certain addons (e.g. Nodewrangler) currently require you to make changes to the default Blender keymap, because if you export the keymap that you edited, it adds a long list of duplicates that have the default keymap settings (from Blender's default keymap). So, in order to import a custom keymap, you have to delete all Node Wrangler entries from Blender's keymap. This is a side-effect from this bug.
But, it also means that if I exported my keymap (with the "All Keymaps" option unchecked) I am not able to import this particular input in a factory state Blender, because the default keymap would contain entries for Node Wrangler when the addon is enabled OR the custom keymap does not contain the entries, because they were created in the default keymap. This thus defeats the purpose of exporting keymaps when add-ons are involved!
Apr 11 2022
Also, for addons which have preferences to change the keymaps, duplicates can emerge when the preferences do not correspond to the keymaps. In other words, if I have preferences saved with a shortcut set to X, though I have a keymap with the shortcut set to Y, importing the latter adds the shortcut for Y. Resulting in both X and Y entries in the keymap. The keymap with Y can be created by manually changing the keymap and exporting and quitting Blender without saving the preferences.
@Pratik Borhade (PratikPB2123) I think I understand the cause of the issue and why sometimes addons do and sometimes do not create duplicates.
It is actually surprisingly simple in principle and related to this bug: https://developer.blender.org/T86228.
@Richard Antalik (ISS) I may have found a related/ similar issue. It also does not require a non-official addon to reproduce. Posting the entire report just to be sure.
Apr 10 2022
Apr 6 2022
@Pratik Borhade (PratikPB2123) could the duplication bugs for keymaps when exporting the keymap and enabling/disabling addons please be fixed for Blender 3.2?
@Siddhartha Jejurkar (sidd017) Is there any chance that you can make the UV moving operators part of Blender 3.2?
Apr 2 2022
Mar 3 2022
You may also be able to duplicate the keymap by enabling/ disabling the addon a couple of times. If that doesn't work, mix uninstalling the addon in the process + exporting and I am sure it will.
Feb 25 2022
Feb 7 2022
The new bugreport from my previous post: https://developer.blender.org/T95579
Feb 2 2022
@CybranM (CybranM) KeKit also creates duplicate keymaps:
Jan 31 2022
Grease Pencil Tools and Material Utilities, both bundled with Blender suffer from the same problem as Node Wrangler, I'm compiling the full list here: https://developer.blender.org/T89945
This also happens with NodeWrangler, Material Utilities (Bundled with Blender!), Make_Edge_Corner, Fast Loop, Modifier list and the Grease Pencil tools addon by Daniel Martinez Lara and Antonio Vazquez (from the Blender Studio!).
Jan 29 2022
Please take NDOF navigation into account. Since it is not paired to any modal in the keymap, it should be able to pass-through in all of the tools/ operators.
@Bastien Montagne (mont29) Is there a task associated to this, considering it was already discussed almost 8 years ago?
Jan 25 2022
I actually quite liked the idea of moving UVs with the arrow keys, because G > X > 1 > Confirm, is a lot more work than Ctrl + Arrow keys.
Just now I tried to replicate this with the move tool, but that won't cut it for me.
So I would really love to have this added.
How come the UV Offset operator is not included in Blender 3.0?
Jan 20 2022
Yes, that was the case, but now it appears to be working as expected again, so I closed the report.
Jan 17 2022
Yeah, I have a mouse button mapped to LMB double click.
I have edited my custom keymap in Notepad++, switching around the entries for "mesh.shortest_path_pick" and "mesh.shortest_path_pick" also does not solve the issue, which is how it ended up in my 2.92 install (I didn't remove the default items, only disabled them and added new ones).
So there is nothing I can think of right now that is different between version 2.83/ 2.91/ 2.92 on the one hand and 3.0 on the other, apart from Blender's code base.
For me this keymap has worked from 2.83-2.92. Now that I reconfigured my keymap for 3.0, the issue shows. It never happened before.
Jan 13 2022
@Joshua Ellison (JE_ty) check out the discussion here: https://blenderartists.org/t/asset-browser-utilities-batch-mark-unmark-export-manage-tags/1343899/29, there are ideas about generating custom previews through an addon, the approach hereof may to a certain extent be added to Blender, except for editing of other Blender files within the current instance of Blender.
Jan 11 2022
@Germano Cavalcante (mano-wii) If I understand you correctly, you are asking me to create a feature request over at right-click select? Or will someone from the Asset Browser module create this task, since we also discussed this over on Blender.chat?
Jan 10 2022
Allright, it seems to be more nuanced than I initially thought.
Alt GR only affects a portion of the keymap editor, must have been an oversight from my part, since it actually works as expected in 2.91 and 3.0. Interestingly you found something else that's related. :)
Here's what happens:
It only registers Right Ctrl in the secondary input box for the keymap editor.
But I guess it's to be expected.
I hope this one won't be missed, since it's more elaborate than the post it's merged with!
Thanks for looking into it.
Jan 9 2022
Jan 8 2022
Is it too difficult to add an checkbox option in the keymap for "to Active scene" for "Collection to New"?
That way, the collection would be created in the current scene, as desired by default.
The unfortunate reality is that anyone serious about a custom keymap (beyond a slight modifications of the default one) will sooner or later resort to manual editing of the .py file in a code editor rather than using the keymap editor in Blender because there's just way too many way too serious keymap corruption bugs :(
By the way, this bug also occurs when enabling > disabling > re-enabling addons (such as node-wrangler) that create keymap entries upon enabling the addon. This makes it so that duplicate items will emerge. So there are two methods that can corrupt the keymap.
This still occurs on Blender 3.0.
Yes, @Demeter Dzadik there should be an explicit user input to change the rendered preview for assets. For instance, in my case I was using third-party asset files and I wouldn't want to be checking some 300 files to see whether the person who made the files selected the correct texture when marking the assets. If left undocumented and implicit, as is currently the case, it will be very confusing for people.
So just to be clear, the entries in the list are duplicates in the videos above. Sometimes I can add items manually and see this behaviour, sometimes I won't be able to. It does not occur on Blender's 3dview tool's Box/ Lasso or circle selection. At least, I haven't had duplicates there, so I wouldn't know even if it did. But it could occur with other addons as well, provided, there are duplicates, unchecking duplicate items then results in both being removed.
No, it is not a duplicate, but it may be related, in the sense that once duplicate keymaps exist, through either of these forms of corruption, this may occur:
Jan 6 2022
Jan 5 2022
The current workaround seems to be to disable autosave preferences, save preferences, customise the keymap, export the custom keymap, revert back to saved settings and import the keymap. That way, you can have a custom keymap without affecting the others.
Jan 4 2022
Jan 3 2022
Yesterday, I noticed that there were still keymaps from the Booltool present in my keymap, after having uninstalled the addon over a year ago. When I removed the entries, I could not remove one of the items. Though after saving my preferences, the restore button was still there, when I clicked on it, all of the booltool shortcuts I had previously removed, returned. So this can have unforseen consequences even after saving preferences!
Dec 29 2021
Nov 19 2021
Oct 8 2021
The other way around, for importing it would similarly be a welcome improvement if you could link an FBX, OBJ, Alembic etc into Blender and once the associated file is updated, you would be able to update the contents of the file in Blender. Many popular rendering programs are also able to memorise material overrides (i.e. they propagate the 'old' material assignments upon updating the geometry, so the materials stay the same). I hope this will also be considered at a later stage of development.
Sep 29 2021
For reference, the Fast Loop addon does this and more, it is the most complete Loop Cut tool in any DCC and should therefore be used as reference!
Apr 20 2021
Loop cut could well benefit from being modal in terms of setting smoothness, number of cuts, and pinching. I would also love to see "set flow" (which is a highly useful addon) being used to inserted loops while maintaining mesh curvature as part of such modals.It is to be preferred over the smoothness factor in cases curvature was already established and it does not require any user adjustments as it works as is. While these complicate the design task somewhat, considering the high demand for these improvements on Rightclick select it deserves to be mentioned here as well.
Mar 3 2021
@Germano Cavalcante (mano-wii)
Good call, I actually found a different occurence of the bug in the redo last panel.
When you backspace over scale or location data, these values do not reset, unlike the values in the sidebar.
This indicates that popover menus do not respond to backspace keypresses to reset their values.
Feb 28 2021
@Germano Cavalcante (mano-wii) I just tested the enable/ disable precision remapping in 2.92 for the generic gizmo tweak:
Any other key than shift still won't enable/ disable precision, whereas precision is enabled/ disabled using Right shift (since I didn't modify this).
Just to confirm was the fix added to 2.92?
Feb 9 2021
That's quick, thanks! I'll be sure to properly test this (and report if necessary) after the next release.
The confusion is probably stemming from the unavailability of the precision mode within the Transform modal map.
So I presumed this entry within the gizmo tweak modal map was the same thing.
In that case it is indeed likely that by adding the precision mode as user-configurable keymap under the Transform modal map, the issue is fixed.
Could you report back here if you managed to remove the hard-coded limitation?
Feb 4 2021
Feb 3 2021
Dec 29 2020
Aug 29 2020
They are the same, I didn't know this was there by default, scrap mine. I'm still fairly new to blender, so that's just a silly mistake on my part.
Aug 28 2020
@Paul Kotelevets (1D_Inc)
You cannot currently map the alt-clicks in the keymap for non-tweak tools.
But yeah, enumeration is not the best on heavy scenes.
Aug 27 2020
Aug 25 2020
I don't want to make the proposal any more complicated than it already is — and it may be partially off-topic — but a though passed my mind about also adding a button with "Enumerate" next to the proposed select through button in the header ("selection bar").
The idea here is that in CAD programs, there is always an option to turn on select from a list in case multiple objects reside under the cursor upon clicking. It is also a form of selecting through (albeit in object mode) and I think that it makes sense to add this functionality to all the selection tools when used to click, rather than dragging a window/lasso/circle. That's what the enumerate button toggles for the tweak tool out of the box.
Aug 20 2020
Sure thing, I fully agree with you on this, I have used the terms interchangeably, because of habit (ignore backfacing is what this is called in the software I use), but Select visible/ Select through makes more sense.
There needs to be an ability to control facedot overlay separately for solid shading and xray/wireframe to replicate current behaviour. Same for 'Select Facedots' toggle in your proposal.
So the button for select facedots would then be:
Select Facedots (header)
X-ray | Solid (two buttons)
Here are the mockups, the only setting that should be in preferences is whether someone wants to have Window/Crossing based on direction or based on the toggle in the selection bar.
Aug 19 2020
It is another user's interpretation of my proposal, but does not cover it entirely.
So it is a single button to control, whereas the facedot display overlay CAN be toggled seperately.
Trying to analyze a propozal.
So, there will be a
- toggle to control facedots display/selection between automatic (current) and manual split to
- display facedots toggle, including
- separate display facedots in xray and
- selection by facedots in xray toggle
- limiting selection to facedots
At least 5 interconnected toggles for facedots? Object mode facedots display? That looks like very over complicated system or or inconsistent feature set.
There will be:
- Facedot overlay
- Facedot selection/ area selection
These buttons will be at the same location regardless of shading mode.
Aug 17 2020
I guess I forget to mention that toggling the facedot selection mode would additionally enable the facedot display mode. So it is a single button to control, whereas the facedot display overlay CAN be toggled seperately.
Aug 16 2020
@Paul Kotelevets (1D_Inc) I think this proposal is overcomplicating a quite simple request, allow me to explain: select through is simple, in terms of UI it could be as much as toggling it or have it mapped to a modifier key during selection. The issue at hand is that some people resist, because of the Limit Selection To Visible (LSTV) paradigm which is then used to bring up all sorts of display discussions, which in turn brings up facedot display and this brings up facedot selection vs area selection. So the entire thing is a cascading issue.
Aug 14 2020
There is no consensus on backface selection and facedots, because the discussion is about scrapping things that are being used by others. Blender shouldn't enforce a workflow upon people for the sake of a few who do not need it. Instead, it should provide the options for all, which includes the option not to use it! Since all combinations are requested, they should all be provided. The difficulty arises in coupling several options of display and selection to which each user has their own preferences, hence why these move to the preferences menu. Again any combination of select through, facedot, area selection and display settings are mentioned! The preferences should accompany setting selection (area/facedot & area type) and how these are activated by default when entering a certain display mode or selection mode. This is where the action scheme is put to use; to couple those modes that require multiple changes. Yet users can individually toggle the buttons and map them to shortcuts like the rest of the interface.