- User Since
- Oct 23 2008, 6:14 PM (528 w, 4 d)
Fri, Nov 30
Ok I actually went ahead and mapped right button of my wacom tablet to "Ctrl - Left" and so my right click is actually a lasso seelction now. As far as I can tell this is quite a workflow improvement, at least for me and I can definietely recommend this combo to be part of Blender as an option.
I have been a left click (with wacom table) user in Blender for a long time. It worked perfectly for me, especially because I liked the tweaking functioality where I do not need to press a second button to do my model tweaks or aniamtions, just like dragging a node in the node editor.
Thu, Nov 29
That is why I added as FR: (Feature request)
Tue, Nov 27
@Brecht Van Lommel (brecht) thanks for the pointers.
Sun, Nov 25
I hope that Blender Foundation eventually does not rely on Sentry.Io or any other 3rd party entity when it comes this functionalty. This is all how it starts, first you want to know aboutt he crashes, then you want to know what was leading to the crash, then how the user interacts with Blender, then you want everyone to have an account with Blender to use it etc etc. Not saying there are such intentions but feature creeps happen all the time.
I also want to add that this new implemetation breaks the ability to pose the bones with left click, which works perfectly with 2.79x or before either with left or right mouse buttons.
Sat, Nov 24
Thu, Nov 22
Cambel thanks for the speedy fix. Was this bug(or a feature) recent introduction or been there for quite some time?
I just added repeat steps to the original entry.
Wed, Nov 21
I actually just tested this with regular "Save Copy" from the file menu, there is the exact same issue. So this does not seem to be anything about the Python call, might be either a design thing or an issue that was overlooked all this time, I cant be sure.
That is undestandable. I will try testing it once I am able to setup building Blender on my new desktop. I am just hoping that the addition wont make the existing modifier slower when the new bisect feature is not enabled, ideally it should but I just want to make sure.
May I recommend that this feature should be tested on higher resolution meshes against the unmodified mirror modifier to see what the performance penalty is?
Sun, Nov 18
Wed, Nov 14
Regnas, there are no issues to you, that is perfectly fine. Matter of minor disagreement here. I was trying to make my case about actively active tool panels. Based on the screenshot you provided, the issue is that sizing of the info box constantly changes which I personally find distractiong, however I agree that it is not as extreme as the viewport widgets issue.
Tue, Nov 13
Mon, Nov 12
Nov 11 2018
Thanks for adding this bug.
Sep 24 2014
Hey thanks for the patch. Can it support .obj(since it is a very common format) in the future ?
Jun 22 2014
May 26 2014
I added a new revision to the diff
May 22 2014
I added it for review
May 21 2014
Here is the most recent patch that is supposed to take care of
May 18 2014
May 8 2014
I started adding some stuff to my progress wiki. I am intending to keep it updated as I go however I do not have a clear timeline since I can do this only on my free time.
May 6 2014
I got a new system, so I had to move all my dev stuff and setup a likes. I got it patched and build Blender with the modifier, but I have not had time to start finalizing it. I am hoping that I will be able to start working on it very soon
Apr 24 2014
Thanks for taking time to create an up to date diff file. I appreciate your help and intentions. In the end we all are trying to make/expand a tool that is useful and joyful to use by Blender users. Some of us are working harder than the others but the bottom line is that we all are well intentioned and I believe every Blender user/developer appreciates all efforts regardless of whether they can express those feelings properly at all times.
Apr 22 2014
I do understand how our Blender is developed and I realize how hard it is to develop software especially when people have to put their free time into it whenever they can. I was not trying to be bossy whatsoever, but it is just sad that we have so many patches laying around needing to be ultimately discarded or incorporated into Blender.At the moment most are in limbo and this is hard for the developers of the patches also hard for the Blender devs because at some point they have to purge this stuff.
Apr 20 2014
I agree about the shrinkwrapper. I also thought about making this part of the shrinkwrapper but I did not want to patch an existing modifier, so I created a new one, also it is easier to that way because you can keep things separate.
I actually talked to Ideasman(campbellbarton) couple times. The onyl way they probably will do if more users pressures them.
I know the importance of the morph modifier as well and it was puzzling to see that the devs did not see enough importance to integrate it in Blender. As an artist I need this kind of modifier for modeling, animation and rigging a lot of the times and I am sure it is very helpful to others too.
There has been no progress since no one accepted this modifier into the trunk. It was compiling fine last time I checked.
Jan 18 2014
Let me know then. I will have some free time this week. If you guys decide to include it in the trunk, this week will be good time for me to focus on it.
Jan 16 2014
I do not remember being asked to work on any fixes or bugs. There has not been any real talk since I submitted my patch. Considering that there was not much activity since then I stopped working on it. it has been almost a year.
Jan 15 2014
Unfortunately the devs are not seem to be much interested in my patch. It is pretty sad because I need this patch`s functionality 2-3 times a week at least. It is hard to keep the patch consisten with the updates. ;( And I am sure it could have been useful to others as well.