- User Since
- Apr 18 2016, 11:44 PM (134 w, 4 d)
@KiJeon (0o00o0oo): I can't see why this should be a button in the viewport. We cannot, for obvious reasons, add every single preference inside the viewport, or it will become unmanageable and get in the way of your work.
@Julian Perez (julperado): I don't follow your suggestion. Left-clicking on elements already selects them. That's already how it works, so what do you mean exactly?
There are several prompts we could remove completely, in favour of showing a message in the
@Christoph Lohr (Thane5): We could also simply set Only Selected to be on by default. It's what you'd expect anyway. I recently added that to our defailts task, here:
@Ludvik Koutny (rawalanche): Well, that right-click drag feature is a way to engage the translate operator, just like tapping G. I don't particularly mind either way, but I'm not sure this feature was ever intended to work as you suggest? I don't think it ever acted that way, even going back to 2.4x and earlier where we had the left click gestures to engage this.
@Julien Kaspar (JulienKaspar): Right. Hopefully, the previews will also show the effect of things like rake and pinch and those kinds of things.
Yes, I can reproduce this.
With extreme customizability and flexibility, it's possible to create keymaps and interfaces that are completely broken. It's hard to prevent these kinds of issues. While I'm of course sympathetic to this, I'm not if this is technically a bug, or simply a keymap conflict that the user is able to create, and thus end up with a broken paradigm.
@So3Datel (AxelMening): The best way to solve the new user experience is to simply make the best choices for the default experience, as well as easy links to learn how to use Blender. This setup screen is mainly for when you install Blender on a new system and need to set up the basics.
@0rAngE (undo): This is still a variation on the Blender keymap. What you are proposing is a completely different keymap with completely different shortcuts. The purpose of this keymap is that it should still work like Blender with the same basic Blender hotkeys.
Node Wrangler needs to be updated to be put in the Sidebar here.
Thu, Nov 15
@Campbell Barton (campbellbarton): Yes, I agree - you are right to raise this concern.
@Dalai Felinto (dfelinto) and I discussed various option on IRC on how best to add local view (/ key) and per-viewport visibility in a way that doesn't add even more complexity, and this seemed like probably the simplest way.
@Manuel Grad (manitwo): Yes I think that makes sense. I added these two items to the list..
@Charlie Jolly (charlie): Yes, I'd love to see a proposal on how to handle this in a general consistent way in all the modes.
@Craig Jones (craig_jones): Yes I think that should be possible by setting the brush list to All Tools and then viewing your Favourites. This would give you a list of favourite brushes across all your tools.
Hmm, to add further flavour, changing the 3D Cursor to Click makes it so it doesn't move under your mouse cursor. This may be a bit more difficult to fix than I thought.
Ok, I've located the issue. For the 3D Cursor tool keymap, Set 3D Cursor (view3d.cursor3d) is set to Press rather than Click. If changed to Click, the D key now works again.
The D key for annotate does work if you use any of the other tools, other than the 3D Cursor tool. It's probably a keymap issue.
Yes it's inconsistent that this panel is called Options in Eevee, but Settings in Cycles. Ideally we should pick the same name. I slightly prefer 'Options' here, because everything else is also a setting. These things are like extra options.
Wed, Nov 14
These are not bugs.
@Ludvik Koutny (rawalanche): I'm not sure what you mean. If you use any of the transform tools, you drag and release to translate. The action ends when the user releases the mouse button.
Tue, Nov 13
@ThinkingPolygons (ThinkingPolygons): If this is removed, it should be brought back later for 2.81. We can also keep it if we can improve it near term, but the current state is not good enough to include in a release.
@Martin Capitanio (capnm) That could work too I think, yes.
@Lucas Boutrot (thornydre) Ideally yes I think that would be best, considering that the diameter of those objects are 2 by default.
I think we should do it like this:
@Brecht Van Lommel (brecht): Well, the trouble before was that it was very hard to see which axes were pointing towards you vs away from you.
Yes, I agree with these changes.
Mon, Nov 12
@nick wolfert (nicholasw) Yes I agree with this. The checkerboard texture you have there helps with this. I will add that.
@Campbell Barton (campbellbarton): Ok, I will make examples to demonstrate the design for these cases.
@Campbell Barton (campbellbarton) I don't really get the issue. Operator redo always worked before, even though it didn't necessarily appear in the editor that you launched it in. Before we also had this in the top bar which worked too. So I can't see why technically it can't be in the Properties Editor?
@Campbell Barton (campbellbarton): I think this should only apply to the toolbar and sidebar, where we already have menu entries
This is a nice improvement that now makes it possible to do basic animation layering in Blender.
@Campbell Barton (campbellbarton): I don't mind either way, if we specify the size in radius or diameter. My main concern is that we use the correct words for things.
Sun, Nov 11
Sat, Nov 10
Yes I think Preview should be added there too.
However, we should not actually duplicate the code for the panel twice. This would make the code difficult to maintain over time. Instead, I believe there is a way to import panels from other areas.
Fri, Nov 9
Tested and confirmed.