3D Artist at the Blender Studio
- User Since
- Feb 1 2018, 12:48 PM (189 w, 3 d)
Sat, Sep 18
Fri, Sep 17
I tested this for Object and Edit mode and the UV editor. All works great!
Tue, Sep 14
From reading this I am wondering. So generally there are 3 different ways of how an operation is targeting elements:
- Many to one
- One to many
- All selected
Fri, Sep 3
Wed, Aug 25
Mon, Aug 23
This is one of the last To Do's for the fade inactive geometry overlay from previous discussions at the Studio.
There is still a good use for this overlay but the flash on mode transfer is the better default behaviour for almost all use-cases because it doesn't obscure the objects.
I think as a quick fix for the overlay this goes in the right direction. This is useful for:
- Showing and using the Grid on UDIM tiles that are still missing or not using any images. This also highlights the disconnect between the UV Grids and UDIM image tiles.
- Showing the boundary of each UDIM tile even when images are used. This can also be really useful when when "Repeat Image" is toggled on
Aug 19 2021
@Pablo Dobarro (pablodp606) I think it makes sense to close this task since the Alt + Q shortcut shortcut is so far the most reliable solution that doesn't interfer with any other existing shortcuts.
Do you agree?
Aug 18 2021
Aug 4 2021
Jul 20 2021
Jul 17 2021
I've been testing the proposed addition of Alt + LMB to the LCS keymap and came to some more important conclusions:
Jul 13 2021
Since it seems to be an issue to use the Adjust Last Operation panel like in Edit Mode to expose the threshold slider I'm fine with adding it to the UI in the symmetry options.
But yes, I don't think anyone will use this slider much. The mirror modifier gives faster live feedback to tweak the threshold.
But it's still good to at least have the option in sculpt mode exposed somewhere like this.
Jul 2 2021
Jun 30 2021
Another missing feature for the UV Editor Box Select Tool that I noticed is that there are 2 ways of box selecting:
- Box select any UVs with B
- Box select pinned UVs with Ctrl + B
Jun 29 2021
I tried the test build out on Linux and it doesn't fix T83930 for me. I'm using a Wacom Cintiq but I don't think that would cause any different behaviour in Blender from a regular pen tablet.
Jun 28 2021
Jun 18 2021
Seems to work exactly like expected. @Pablo Dobarro (pablodp606) But you should also ideally implement the same change for the dyntopo settings.
In there is also still a toggle for smooth shading that should be handled the same way as the remesher.
Jun 14 2021
On the latest master it seems to be fixed. I also cannot reproduce it anymore.
Jun 10 2021
This is a very old task that is no longer up to date.
For me this is a step in the right direction but it's not the final step. It's great that the flash is now no longer affected when turning off all overlays and it's great that it is a global setting that is enabled by default. But we need to add more options in addition to this patch:
Jun 8 2021
For the same reasons as I wrote in D11498 I think this works great.
Jun 7 2021
Some more changes were committed for 3.0.
- The shortcut for the transfer operator got changed to Tilde, which is a better fit in terms of context but needs to be discussed further since it is not available on all keyboard layouts (rBf92f5d1ac62c)
- All object types and modes do now support this operator. I will update the description based on any left over to do's (rB69e15eb1e4a5)
Resolved by commit rB7197017ea951
Jun 4 2021
Jun 3 2021
This looks all good to me. It can be improved further in the future if we want.
I presented the current state to Ton and he approved it. So this can land in master now.
May 27 2021
I recently noticed that the Spin Tool is having some issues, especially in combination with some features that were added to Blender afterwards:
- Dragging anywhere in the viewport will also execute the tool but this still needs to be tied to the "Drag Fallback Action" panel. The Spin Tool and Spin Duplicates Tool are the only ones that lack this feature inclusion even though it is necessary here.
- When using the Gizmo on the Spin Duplicates Tool it will instead use the Spin operation without the "Use Duplicated" checkmark. This makes the Gizmo useless.
- Ideally IMO the 2 Tools should be merged with more checkmarks provided in the Tool Settings like "Use Duplicates", "Auto Merge" and "Flip Normals".
May 25 2021
Yes it seems like a big problem that the transfer mode operator is deselecting all other objects in the scene. For Weight Paint mode this operator would then be useless since an armature often needs to be selected as well. So this needs to be considered when adding this operator to Weight Paint mode.
May 21 2021
After testing this for a bit further I do think having this as a shading options instead might be more useful.
In edit mode the wires and selections, etc can obscure the grid very easily so it's very typical to disable overlays to see the grid more clearly. This is not possible if it's also an overlay.
May 17 2021
This fixed the T88230 issue well for me. I didn't notice any other issues from this when testing it.
I think it would be nice to have the overlay work in Sculpt Mode as well but this is a known limitation right now anyway with UVs in sculpt mode.
I wonder why we are not using the already existing grid textures in Blender for this overlay?
May 13 2021
May 12 2021
May 9 2021
May 7 2021
@Campbell Barton (campbellbarton) I think he proposal to tie the number keys to certain collection colors can be really good!
It just needs to be made obvious in the UI or tooltips that this is how it works. It can easily be a very hidden feature or many people will even think the collection switching shortcuts are gone, when in fact the functionality just has changed.
Adding a small number to the color icons in the right click menu might be a good indicator in additon to a tooltip explaining the shortcuts.
Just to leave my opinion on the topic as well:
IMO there is no implementation for mode switching that is more convenient than the current pie menu. It's consistent, easy to memorise and only uses one shortcut.
The mentioned open topics in this task also expose the big downsides to using the number keys for mode switching. There are just not enough number keys for all modes and sub modes and past number 5 I would say it is no longer convenient to use.
It would also mean that sub modes will become a menu popup again (or even a pie menu) on Ctrl + Tab.
@Campbell Barton (campbellbarton) I agree it would be best if we resolve this issue as a bug instead of working around it.
Were there any more results from trying out if the same key position independent of the keyboard layout. Or maybe detecting the keyboard layout settings and adjusting the keymap item based on that?
May 6 2021
May 4 2021
I used it a bit more and the issue I had before is basically gone. The only performance related issue left that I noticed is when switching between objects that take a long time, the overlay will be significantly shorter. It's to the point that if the operator is used and it will take a couple seconds, the flash is just a very short blip.
Can this be improved so the overlay animation only starts once the transfer mode operate is done and Blender is no longer frozen so that the flash animation can run whole?
Apr 23 2021
@Germano Cavalcante (mano-wii) Would be good to have @Pablo Dobarro (pablodp606) have a look at this. This seemed to me like something that isn't intentional. If it's a bug or a known issue, I'm not sure.
I tested it for a bit and it seems to work very well.
The only issue I've seen is when using the operator again while the animation is still running it has glitchy effects like the animation being run twice on the same object.
Apr 22 2021
T87705 is related to this since the logic of what objects are greyed out is prioritising "being in the same mode" instead of "having the same object data"