- User Since
- Oct 3 2018, 12:30 AM (40 w, 6 d)
Sun, Jun 16
Jun 11 2019
Jun 10 2019
Jun 9 2019
@gsr b3d (gsrb3d) Can something like this be also made for the icons in the toolbar?
May 29 2019
Which brushes should support vertex colors?
May 27 2019
Yeah. happening everywhere, like in this demo scene:
Maybe this issue should be high priority???
May 17 2019
Can we go back to the standards now? Clearly this idea of an extra menu didn't work.
May 16 2019
May 15 2019
@Gavin Scott (Zoot) Couldn't agree more. 🙁
May 11 2019
@Brecht Van Lommel (brecht) You can see in popular apps from adobe, cinema 4d etc, that they have separate editors for things like keymaps etc..
For example, this is photoshop:
As you can see, they are different editors and not part of the main preferences.
A revert function is not popular indeed, and actually is not that useful.
What we need is an option to turn on/off preferences autosaving, and I believe most users will not want to have this enabled by default, because blender preferences is very different from most softwares out there.
In most apps out there, things like keymap settings, addons/plugins, sometimes even themes, they usually have a separate editor each, and you save those settings separately. Usually those things are not part of the main preferences, that's why they can afford to have that preferences autosaving feature, because their preferences is not that complex, which is not the case in blender.
It would be nice if we could save the quick favorites in a separate file, so we could load it everywhere. Some apps gives you a prompt when quitting if you want to save the unsaved keymap changes, blender could do the same.
May 9 2019
@William Reynish (billreynish) And what about the playhead text color, is it linked to something else at moment as well? I can't find it.
@William Reynish (billreynish) @Jacques Lucke (JacquesLucke) It seems like this commit broke the theme text color of the vertical numbers and the playhead number text colors.
Before it used to work like this: The vertical and horizontal numbers were linked to the text color property, and the playhead text were linked to the text highlight color property.
May 7 2019
@William Reynish (billreynish) My main concern was the vertical numbers moving to the right as well, but I can see that you also got feedback from animators and you agreed to keep it on the left. So all is fine.
The vertical scrollbars in the graph editor etc, are more useful on the left. On the right they will be too far from the "action" zone. I don't think that's a good idea.
May 6 2019
Icon outlines would do the trick, I guess.
May 2 2019
I like that.
Apr 29 2019
Perhaps the default objects should not be inside a Collection?
Why hide the topbar by default? This makes things difficult for new users.
Apr 17 2019
Apr 15 2019
I hope you guys don't change it. This is next level of interaction. 👍
Apr 12 2019
@Campbell Barton (campbellbarton) Awesome. Thanks.
So If I'm using an active tool that has a custom gizmo like the extrude tool for example, it will override the transform gizmos, right?
Then if I'm running something like the inset tool which doesn't have a custom gizmo, the transform gizmo will show up?
How's the priority of this?
Awesome! I've been waiting for this since the introduction of the selection tools. 👍
Apr 3 2019
@Harley Acheson (harley) Ok, Thanks.
@Harley Acheson (harley) Are those lines themeable?
Apr 1 2019
Yeah. Those changes there destroyed the all thing, We are asking them to revert some of those changes but no luck. See here: https://developer.blender.org/D4529
Mar 27 2019
I hope to see something similar for the tools in the context menus in the future, specially for the edit mode tools. 👍
This also affects the tools that are in the right click context menus?
That's the part I'm most interest in. Currently the modal tools that are on the context menus are pretty much unusable, they should be calling the active tools as well.
Mar 25 2019
This seems very useful. 👍
@Brecht Van Lommel (brecht) Ok. I thought it was a bug because in 2.79 it displays correctly.
Mar 20 2019
Mar 15 2019
@Clément Foucault (fclem) @William Reynish (billreynish) Just a quick question.
Why can't blender really highlight only the components (vertex/edges/faces) of the mode selected, without mixing it, like the majority of the 3D apps out there?
Mar 10 2019
Disable "Outline" and this will go away.
I don't even know why this setting is enabled by default, makes no sense.
Mar 7 2019
Maybe as an option in the preferences to satisfy the Mac users.
Mar 4 2019
Feb 28 2019
Feb 25 2019
Feb 23 2019
Feb 21 2019
Yeah, that can be annoying.
Feb 20 2019
I prefer the current behavior.
Blender preferences is very complex, it makes sense to have a "Save Preferences" button imo.
Feb 19 2019
Turning off region overlap fixes it, yeah.
I think region overlap should be off by default. It's just causing too many problems at this point for no reason.
Feb 15 2019
I guess I'm the only one who thinks this is not an issue.
A tooltip would be more than enough. I mean, there are plenty of apps with similar feature and yet there's nothing fancy happening with their buttons.
Feb 13 2019
Feb 11 2019
Feb 9 2019
@Dalai Felinto (dfelinto) Yeah, I know about the alt + h, that's why I said "for the sake of completeness", because if we can ctrl + click to isolate, naturally and intuitively people would expect a similar way of undoing the isolate (ctrl + shift + click).
Anyway, thanks for the quick fix and all the hard work on this.
@Dalai Felinto (dfelinto) This is nice, but for the sake of completeness I guess we would also need something like "ctrl + shift" to go to the previous state, or at least to unhide everything?
And btw, when I alt click, there's no way to go back, clicking/alt clicking again does nothing.
Blender is literally the only 3D/DCC app that starts in windowed mode, and it's truly annoying. So yes, maximized by default please.
Feb 5 2019
If a matcap is looking overexposed or something, it's because it was made to look that way or was just poorly made.
Matcaps are displaying more accurately now, which is great.
Feb 1 2019
Why not display a crosshair cursor like in most sculpting apps (zbrush etc...)?
Jan 31 2019
Jan 29 2019
There's this open source online sculpting app https://stephaneginier.com/sculptgl/ which also has this brush cursor feature. Not sure which method it uses but it feels quite nice. Maybe worth take a look?
Jan 28 2019
I tried this feature in the build Pablo Dobarro shared on his twitter page, and I can say that this is already a hundred times better than the current brush cursor, even if it's not 100% accurate. The difference is like night and day. Every digital sculptor would love to have this feature.
Can't it be optional, so those seeking 100% accuracy could turn it off?
Jan 14 2019
Same with matcaps etc...
Jan 11 2019
Jan 10 2019
Jan 9 2019
@Kent Davis (mac4kent) You mean this, right? The popup can't go out of the window/cropped text etc...?
@Brecht Van Lommel (brecht) Thanks for the clarification. But this intended behavior is a little tough to deal with. For example if I want to upgrade my keymap by changing some preference, I'd have to build everything from scratch. Quite painful.
Jan 8 2019
Are you looking for the keymap section?
Jan 7 2019
Jan 2 2019
Very useful. Can't wait to see it included. 😃
Dec 22 2018
Dec 14 2018
Disable Load UI when opening the blend file.
I asked so many times for this feature to come off by default, but still....
Looks more like something not yet implemented, than a bug.
Dec 12 2018
I wish the cursor had it's own color setting.
This is a tough one to theme, as it seems like it doesn't have a separate dedicated theme setting.
Dec 11 2018
@Campbell Barton (campbellbarton) It's showing 4 here too.
Dec 8 2018
Ok, I just configured my keymap and did a quick test, and yes, both features are working pretty well together. The click for "cycling" is not that slow either. I can comfortably click to cycle or double click to loop select. So there are no issues at all imo.
@Campbell Barton (campbellbarton) Okay I see. Most 3d softwares have this feature yeah, but usually only for object modes or similar. I never saw this in an edit mesh situation. I'm not even sure if it's that useful in edit mode.
Double click to loop select seems far more handy than this in edit mode tho.
But even in those other apps, this feature always requires you to "click slowly" for it to work, otherwise you'll trigger the double click event.
So I guess both features can still be available in edit mode without conflicting?
Sorry, but what is "selection cycling"?
Is it a very often used feature?
I can say that the double click to loop select made a lot of users happy. If there's a chance to bring this back, I'd go for it.
Dec 7 2018
That's very unfortunate. This was truly a handy feature and standard in most 3D apps. I don't think it's good to have it only for the Emulate 3 Button Mouse feature.
I hope you guys decide to bring that back.