Blender fan, Inkscape and Open Source Software advocate.
Freelancing in 3D graphics for Archviz, with a strong interest in graphical arts, 3D modelling, vector drafting, science fiction concept design and Portable Apps.
www.duarteramos.pt
Blender fan, Inkscape and Open Source Software advocate.
Freelancing in 3D graphics for Archviz, with a strong interest in graphical arts, 3D modelling, vector drafting, science fiction concept design and Portable Apps.
www.duarteramos.pt
In T85628#1119857, @Harley Acheson (harley) wrote:@Pierre Béliveau (Pierre) - 2.93.0 Alpha works fine
It is possible that master might mask this problem a bit. Not that it solves it at all, but it now does a better job of opening child windows on the same monitor as the parent, so harder to see this problem even if it remains.
Tested again with both 2.83 LTS and 2.92, I saved a startup.blend file to start blender with a single window on the secondary monitor only.
It starts successfully, bu if after I try to create a new window by any of the above methods it fails and crashes to desktop.
I have encountered exactly the same issue on my new Windows 10 64bits system with two RTX 3090 GPUs.
In T85737#1114193, @Falk David (filedescriptor) wrote:Feb 17, 00:08 AM is clearly before Feb 17, 2:45 AM
In T85737#1114155, @Ermins Ermanis (erminos) wrote:Could be the same - T84701. It was fixed just this morning, and commit ab210098424b should be available for download later, maybe tomorrow.
In D9415#241600, @Germano Cavalcante (mano-wii) wrote:So Alt+G could enable the option to choose a snap point and then move.
The same for Alt+R and Alt+S but with the corresponding transform mode.
This seems to be working quite well now and ready to get into Blender.
Is it up for review yet, or is it awaiting any further development/testing?
This sounds pretty cool, great work
In D9415#238220, @Ugo Santana (ugosantana) wrote:In D9415#238218, @Leul Mulugeta (Leul) wrote:Am glad this is getting developed, it looks great especially when Moving, but on the Rotate wouldn't it be more useful if the Rotation (Transform) point is the Base point and same for the Scale operation too (something similar to the Scale cage but outward) but anyways thanks for the development and the provided builds
@Germano Cavalcante (mano-wii) , can this be implemented at least as an option?
Like, temporarily change the pivot of rotation (or point to scale from). I know we can do this by moving the 3d cursor... But after using this build for some time, the base point movement is so great that rotation (and scale) are "incomplete" 😄
For me, base point should be the point we want to rotate, but rotate around a pivot, that could be accessible by an option. The same for scale.
Hi Harley, since you are getting your hands dirty in this area, would it be feasible/desirable to add some sort of indicator for when the camera frame goes completely off screen?
Something akin to this crude mockup.
I hadn't even noticed this was working with rotation as well. Fantastic work, Germano!
Single press B also doesn't seem to be working reliably with rotation (introduces some offset), only double B scene referred snap, so one more reason to simplify and always do scene referred snap.
In D9180#236267, @Zachman wrote:As I said above, the idea here is to add a user preference (one setting with 3 options) to determine if you want inner selection, intersect selection
In D9415#236216, @Germano Cavalcante (mano-wii) wrote:The object is selected, snap to this moving object is still possible.
Why not just confirm and move again?
Changing the base point to something in the scene in order to do some weird snap seems to be unnecessary work.
In D9415#236191, @Germano Cavalcante (mano-wii) wrote:I may be missing some use case, but I don't see the point in changing the base point to some location in the scene when the moving object is in a "random" position.
This may make things simpler from the user's point of view.
In D9415#236038, @Germano Cavalcante (mano-wii) wrote:Here a build to test (Windows only):
https://blender.community/c/graphicall/Gqbbbc/
In D9180#231625, @Erik Abrahamsson (erik85) wrote:Now there are three buttons called "inclusive", "exclusive" and "directional" next to the selection modes.
I don't use toolbars enough myself so I don't really have a strong opinion, but maybe show/hide labels could be a separate option (possibly on right click over the toolbar.
Then changing width only rearranges the layout, never cycles through label options, which is what most people seem to have a a problem with.
Maybe word it like Recenter Scene to Camera - Avoid precision issues by offsetting scene origin so camera sits at (0,0,0).
This is pretty handy, great work.
This pretty standard behavior elsewhere, from CAD applications to 3Ds max, I don't see how it would destroy any workflows or confuse users.
This is indeed a very welcome feature.
Wow looking great, I'm a big fan of showing additional information on hover.
Showing full path and name is also useful, since in thumbnail views long names often get truncated.
In D9172#226548, @Harley Acheson (harley) wrote:Those tooltips could be tailored to those types and include thumbnails.
This is great!
Not sure if it is possible, but a great addition would be to include pixel size of the image (say 1920 x 1080) and greater still display the render statistics Blender now saves as EXIF fields
In T76261#1022795, @Aaron Carlisle (Blendify) wrote:An area we are not quite consistent is using a leading article or not (a/an, the). E.g:
- "Bevel Depth", "Size of the bevel geometry when not using the object bevel mode"
- "Bevel Depth", "The size of the bevel geometry when not using the object bevel mode"
In T69441#982209, @Julian Eisel (Severin) wrote:@Duarte Farrajota Ramos (duarteframos) didn't go over your proposal in all detail, but seems like you're proposing something pretty similar to what's in the description now?
That is not a bug that is how it works, Blender snaps to the closest point to target in the constrained axis
Glad to see this issue come up.
Unlike many users I have always liked Blender's key map consistency across the board, despite some exceptions. One of the few things that always bothered however me was how selection was neither internally consistent, nor matched other more broad guidelines.
What I'd like to see as outcome from this task is end up with a consistent use of modifier keys throughout selection modes.
Showing Python logs within the info editor rather than having to go to the console is indeed a welcome improvement.
Are you exclusively tackling the Info Editor or is the Python Console also within scope?
Indeed nice improvements. maybe also a small dismiss X button at the top right.
As far as I know this operator has traditionally only been accessible through hotkeys, from pre 2.79.
@William Reynish (billreynish) Trying to make sense of all this in a more consistent and systematized way. This is my first pass attempt at trying to establish some rules and get a grip of what work would be needed.
What do you think of this, is it helpful?
What is your though on "cursor overlays" or accessory indicator icons?
I'm not much fan of "pictorial cursors", I find them distracting, they get in the way, and it is not always obvious where the "hotspot" is.
I'd much rather always have a more generic neutral looking cursor like an arrow or crosshair (can still adapt or change according to active tool), with an "overlay" or an icon by its side that indicates what the tool will do.
GIMP has a preference for this, where you always use a crosshair for brushes and the brush icon is optionally presented by its side.