- User Since
- Jun 4 2006, 4:25 PM (690 w, 11 h)
May 14 2019
On the last example, there indeed isn't that big of a difference between the existing and the small new handle. Having one small line makes it pop out even less compared to the arrow. The line aligns with the interface elements and borders, while the arrow breaks that visual order.
May 8 2019
Apr 5 2019
As far as my preference, I'd go for values next to the scroll bars. It's close to the list of fcurves, which makes it's easier to glance at rather than at the other end of the editor.
Apr 3 2019
@William Reynish (billreynish) the design for the marker area is nice and appealing. One thing though, in the graph editor, there are two of these numbered sliders (horizontal and vertical). Would the design of the vertical slider change as well, to fit the overall style?
Feb 16 2019
I agree with adding these items into the header. Putting them into the sidebar to keep the timeline clean, would make for a less clean workflow.
Operating systems use F2 to enter rename mode on files and folders. Using this key would add to consistency, but means the File Context Menu would need to be mapped to something else.
Sep 23 2018
I love using pie menus, exactly for the reason where multiple options are available under a single key. It's very fast and avoids tiresome finger acrobatics on the keyboard. Great to hear they are becoming a default.
Sep 22 2018
Blender's Shape Keys sounds like another item fit for change. Here's how other software names them:
May 4 2017
Alt 3 for me. It's the most immediatelly recognizable and different enough from other icons in the Add menu.
Mar 26 2017
Add and remove buttons in the menu look good, but I'd ask about those extra buttons for fake user and the number of users of the datablock. What will happen with F and 5 button on the attached screenshot? Are they even relevant with the upcoming changes to how datablocks are managed in Blender?
Apr 22 2016
According to this document, OpenCollada implementation will be removed for 2.8 and replaced with a python solution.
Mar 24 2016
Great to hear that, thanks :)
Mar 23 2016
About a year ago someone posted proposed improvements for the simple deform modifier and they look awesome.
Feb 29 2016
Could you check whether your texture is missing? Blender displays missing textures as pink, so it's likely not a bug.
Feb 17 2016
I tested the shapekeys.blend file again and with "apply modifier" disabled, the shapekeys show up in Unity 5.3.1f1. They were a bit weird though, it appeared as if three vertices moved with Key 2, rather than two vertices that move in Blender.
Feb 14 2016
Hello, I tested the provided files, exporting from Blender 2.76 to Unity 5.3.1f1. I used the default export settings.
Feb 13 2016
Hello, I'm an animator and rigger using Blender to make animations for games. I use predominantly .fbx to get models from Blender to Unity, but would be happy to have an alternative, open format to use.
Nov 30 2015
I tested it and find it an overall improvement over the existing menus (to the point I'm keeping it from now on :) It's indeed compact and easier to navigate, especially when you're no longer greeted by a long list of options and have to scan through them to find what you're after. I also like the add menu, somehow it's easier to navigate despite only a few layout changes.
Jul 2 2015
Jun 2 2015
Ok, thanks for the explanation, I wasn't aware of the underlying intention for delimiters. It interferes in small way with my workflow, but I guess changing this would only switch the problem to another group of users, and not actually solve it.
Apr 24 2015
I can confirm the issue here. In 2.74 mipmaps get enabled/disabled properly. In the latest build I tried, the option doesn't work anymore, even when saving it and restarting Blender. The problem is for both Multitexture and GLSL shading.
Mar 2 2015
It's already more information, but it's still unclear what is the unwanted result that occurs when following these steps. Does Blender crash, freeze, UI artifacts appear, save window doesn't open, lag?
Feb 16 2015
I tested it on my machine and can't reproduce the problem, everything works fine and is responsive in the file browser. I used the same blender-2.73-c439d14-win64 build, also on Win 7 64, mobility radeon 5650.
Feb 15 2015
I cannot reproduce the problem here. I tested it with blender-2.73-c439d14-win64 from builbot, mobility radeon 5650, Win7 64.
Dec 17 2014
I tested with the latest build from buildbot and the issue is gone here as well. Thank you for the fix.
Dec 16 2014
Ok, I tested blender-2.72-7234153-linux-glibc211-x86_64 on Linux Mint 17 with default open source drivers and everything displays fine. It appears the issue is indeed with windows/driver.
Factory settings give the same result. I'm attaching the system_info file.
I'm attaching a test file and a screenshot of how it looks like on my computer. It happens with a very simple setup already, default cube, plane and a sun lamp with shadows enabled.
Nov 18 2014
I've been wishing to have this in Blender for some time now. Great work!
Oct 18 2014
You can manually assign a maximum of 8 UV maps to a mesh. This number goes higher if you join two meshes each with its own number of uniquely named UV maps, but to get to 2300 of them it must be a bug.
Sep 24 2014
This sounds like a misunderstanding of how increment snapping works in Blender. It doesn't snap to an overall grid, rather, it limits the transform to increments. So when scaling with snap enabled, it will scale by 1.5 and not by 1.57269 and it won't mind about the grid at all. The actual transform is constrained, not the end coordinates of an element. It works the same when translating or rotating.
Sep 22 2014
Here's my small proposal. When menus are collapsed in the header, they could keep the same layout.
Jul 9 2014
I can confirm here that matcap with clipping doesn't clip. It just shows all objects whole, with the matcap visible.
Jun 23 2014
I noticed that the more complex the base mesh with a skin modifier, the longer it takes. My guess is when the mesh is complex enough, Blender takes so long and is unresposive, it looks like it froze. It didn't actually ever crash here.
I tested this here and can confirm it with RC2 as well as official 2.70. The freeze happens only with the skin modifier. Mirror and subsurf work without problems. There are a multiple ways to reproduce the bug.
Mar 21 2014
Mar 13 2014
In 2.70 RC2, the panel is open by default, so I guess it's been fixed and the task can be closed?
Feb 26 2014
The shortcut doesn't work here as well. I tried using shift+0 and even if I change my keyboard layout, the = key doesn't activate expression mode. I tested this using the official 2.7 test build from blender.org on Elementary OS (Ubuntu derivative). Some users report the same problem on osx.
Feb 18 2014
Forgot to ask a question. Should = be used only to activate expressions or do you think it could also be used to deactivate expression? This way it would work as a toggle.
I'm in favor of using = to start expressions as input. I like it because it reminds me of spreadsheet editors, where you also start equations in fields with = symbol and it offers familiarity. I have a QWERTZ layout (rather than QWERTY) and access = symbol by pressing shit+0. Speaking for myself I'm fine with that, I've been using it since ever and am used to it.
Jan 28 2014
If Double Sided gets disabled, would it make sense to enable backface culling in the 3d view by default then? It would avoid the weirdly lit faces without Double Sided.
Jan 16 2014
Icons for viewport controls look good.
Jan 15 2014
To keep things consistent, whichever UI solution is decided on for the modifiers tab, would have to be made for object and bone constraints as well. Contraints have a similar look and behaviour as modifiers, where order of evaluation is important, you can collapse the panels, toggle effect on/off etc.
The first subtask would need to be a list of needed icons. It's hard to take a shot at making them without an idea what icons to make in the first place.
Jan 13 2014
The original proposal is good and it'll definitely be an improvement if implemented but I feel it only solves a small part of the problem with the modifiers UI.
I like this idea, it's a very elegant solution to the current problem.
Dec 7 2013
My vote would be on Rotate Around Selection to OFF. As cheleb already said it nicely, the current selection is very rarely the point I want to rotate my view around. I tried the option a while ago and it didn't work well enough for me to keep it enabled. The selection can be off-screen, causing wild view controls. Often I rotate the view to select additional elements, in which case the current selection (which I don't want to deselect) interferes with my goal to select other things. Another situation is being in object mode and wanting to check out a specific part of the model, with the view rotating around object origin.