- User Since
- Jun 13 2018, 3:07 AM (61 w, 6 d)
Fri, Aug 16
I'm confuse. This is for the mesh icon only, or for all icons?
For example, to make the camera active, a single click on the camera icon is working great already. Double click would be too much imo.
For the mesh icon, double click is acceptable even though a single click would be much better.
Fri, Aug 2
Jun 28 2019
Jun 7 2019
Thank you very much. :)
@Campbell Barton (campbellbarton) Sorry, but that's not what I mean.
Jun 6 2019
Hi @Campbell Barton (campbellbarton) any chance to have the Lasso mask available as a tool in the toolbar in sculpt mode? That one would be really useful. Currently we only have the Box mask in the toolbar.
Jun 5 2019
Yo, will this fix be committed? That crash is really a deal breaker. Thx...
Jun 1 2019
@Eric Leo (DivingIntoBlender) Your files import fine as do my other obj files, and that's the problem. Some objs are working and some don't.
And my file is okay of course, it loads fine in other apps, and was loading fine in blender on previous builds.
May 28 2019
Tens que fornecer mais informações, tipo a versão do blender, as especificações da tua máquina etc... Também devias fazer o upload desse tal projecto que não abre, para as outras pessoas testarem.
May 19 2019
May 16 2019
May 14 2019
Please don't. This is not a standard thing. It's pretty much just hiding important functions with no real benefit, imho.
So, this very same dialog will be the one that will appear when you do File->New, or when opening a blend file on top of an unsaved project, right?
If not, why not? This seems to be the perfect dialog for that. The current "ok dialog" is not efficient and it's very easy to miss.
May 13 2019
Just bad defaults. It's there in the filters.
May 12 2019
May 11 2019
I only hope that this prefs autosave feature can be made optional. Most people will turn this off I believe.
And yes, saving the quick favorites settings in a separate file would be nice.
May 10 2019
Can't switch themes, crashes all the time.
This is overkill imho.
Either remove the icon from all platforms or just leave it as it is.
May 8 2019
Why not make the best matcap for sculpting (basic_2.exr) the default one?
The "clay_brown" is not that good for sculptng.
May 7 2019
Looks promising. Maybe those outlines should be always enabled, even for the dark theme.
Outlines always helps in readability imho.
Apr 19 2019
Awesome awesome awesome.
Too bad it's low priority. This is highly needed.
Also, since the gizmo stays visible when transforming, there's no need to display those infinite axis lines. I always wondered if there was a way to turn those lines off.
Apr 18 2019
@Campbell Barton (campbellbarton) This improves things a little bit, but it's still a little hard to see imo.
The thing is, if you tweak the theme to look acceptable on dark materials it will start to look bad on bright materials and vice versa.
This is a tough situation really. Be able to clearly see the edges is very helpful.
Unfortunately after this change, the edges of the model are very very hard to see when you have faces selected. The issue is more noticeable in faces mode and when using different materials.
You can test it by selecting all polys of the cube and switching some matcaps.
Apr 16 2019
Redo panel as a popover is a bad idea imo.
The redo panel is a panel that needs to be always available/open, since it's accessed very often. Opening and closing a popover all the time won't work for that.
Making it available in the tools settings tab too is still the best solution.
Apr 14 2019
Any reason why this task isn't high priority?
The redo panel in the viewport is really really intrusive imo. Also sometimes this panel becomes too big and crowded with settings, and covers a lot of the viewport, which is not efficient at all.
Funny, turning off overlays increases performance in edit mode a little bit, why is that?
Apr 1 2019
Mar 31 2019
Mar 22 2019
@William Reynish (billreynish) But those controls I showed they need to be next to the slider because they are related and they are used very very often.
The most used between those two is probably the one you're calling "radius unit". In zbrush this is called "dynamic brush size" (which sounds more clear btw), but even in zbrush, that toggle is built-in in the slider itself, because they are related and used very often, not to mention that it's far more easy and quicker to reach.
Putting them in the options pane totally breaks the workflow, not to mention the discoverability.
I would consider moving those back, or at least just the "radius unit" toggle. It's super important to have quick access to it.
Mar 20 2019
Mar 7 2019
This is operating system specific, and that would be the best way to implement such feature, or at least an option in the preferences.
I guess you're on a different operating system. This is not how it works on Windows, which is the most popular Operating System.
I still prefer the current universal standard way of opening this menus. I can open and close the menus just by clicking, without having to move the mouse away to dismiss the popup, unlike this new method (I can see this becoming very annoying when you're searching for something in those menus)..
Feb 3 2019
This is great.
Can't this behavior be a setting option in the flatten or scrape brushes? If not, I see no reason not to make it a brand new brush.
Feb 2 2019
@Pablo Dobarro (pablodp606) Ah, okay, Mudbox style (dot). It's not too bad, even though I still prefer the type of cursor from c4d/zbrush and others...
Amazing, been waiting for this.
Now we can have full white in the viewport background again. The matcaps are finally displaying as they should in solid mode/workbench, etc etc..
Feb 1 2019
Dec 26 2018
This has always been like this. Those modal tools kind of requires your cursor to be on very special position, preferably far away from the spot you want to affect when you activate it with hotkeys.. And it's even worse when you call those modal tools from the context menu.
That's why I asked on devtalk if there's a way to swap those modal tools with their active tools equivalent.
It's very hard to work with those tools from the context menu.
Dec 7 2018
Hi. While this might be good, this is also very dangerous for the discoverability of features. I'd rather have the commands there either greyed out or giving a warning when they can't be used. IMHO.
Nov 19 2018
removed the ability here to set selectability per object type.
Nov 18 2018
Shift-Alt-click always felt a little heavy for that btw. I thought for the left click select mode you were willing to simplify that.
In 3D View, we should make Shift+doubleclick toggle loops, rather than always extend (consistent with alt-click behaviour, and makes it possible to deselect loops too)
@Campbell Barton (campbellbarton) Double click for loop select is very handy. And since it's an alternative, I don't see a reason to change it.
I hope it can stay as it is.
I can confirm this bug.
Nov 13 2018
Well, I can only confirm that the last build (blender-2.80-9879ea8a53a-win64.zip) gives instant crash, it doesn't even open.
The previous build (blender-2.80-492dbae4d1a-win64.zip) worked fine.
@Campbell Barton (campbellbarton) Still not a big deal for me tbh, I can live with that. But if people still think that's too annoying, then your suggestion to keep this panel at the bottom would solve that.
Nov 12 2018
@Campbell Barton (campbellbarton)
To be honest, I really don't see room for confusion here.
Those settings would live in a separate and properly named panel, that alone would eliminate any kind of confusion. In fact, what I think is really confusing is the way the "Redo" panel pops up in the viewport at moment.
Nov 10 2018
Yes, this will be very welcome.
Sep 29 2018
Not sure if it fits here, but may I suggest to disable "Load UI" by default when using File -> Open...?
I can confirm that this is a major source of frustration when new users are trying the software and opening blend files from previous versions.
Sep 20 2018
I'd rather have the tools that are currently on the spacebar (with some additions) as my right click context menu instead of the W menu.
Sep 9 2018
Alright then. It's just that people might think it's somehow directly related with UV mapping.
Any special reason why the Sphere primitive is called "UV Sphere" instead of just Sphere like in every other 3D app?
Sep 5 2018
Oh, I didn't saw it. Cool stuff. 👍
Select Border -> Rectangle Selection?