- User Since
- Feb 19 2009, 4:45 AM (474 w, 2 d)
Jun 12 2015
May 22 2015
May 12 2015
I wrote this to the email thread, but I'll post here for archival purposes and so it does not get lost in the mix:
Feb 28 2015
@Ton Roosendaal (ton) -
A) the idea is to show snippets of info that can be easily be seen/absorbed, not a full tutorial mode.
Feb 4 2015
Jan 29 2015
@marc dion (marcclintdion) A list of proposed tips is being developed in the UI doc (Though I think it's going to need it's own doc before long as it's growing fast) : https://docs.google.com/document/d/1ScPMbHv8WRCU2znB7IU2l-W9hH-NLs5weQKLkjqmgpA/edit#
Jan 28 2015
My preference of the currently shown designs favors @plyzowski's 2nd mockup.
Yeah, I kinda agree with Campbell on this one - RMB is one of the first things that people try in software while looking for options. Having the shortcut placed next to the option within that menu would be more than fine I think.
Jan 11 2015
I've not tried the patch, but was just pointed at it by severin after I requested this very feature. Does ctrl+mmb work as well? Also - bindable options in keybinds I assume?
Dec 29 2014
@Aaron Levey (aaron), just tap R once to rotate normal, tap R again to rotate trackball. But yeah, as Severin said, totally different UI concept at play here.
Nov 11 2014
Verified by Severin in IRC
Oct 25 2014
@TARDISMaker There already is - read the description under "Click Timeout"
Oct 22 2014
I am using the default settings within Blender - for reference, here is how I have my keyboard repeat setup within Ubuntu 14.04 - though I don't recall ever having changed it:
I'm having trouble with this right now - It almost feels like 2 events are being sent on click instead of 1.
Oct 13 2014
The only reason I can think that it might be a bad idea is if any particular addons are using the path in their code. It might break a bunch of individual addons.
Sep 11 2014
I agree with this change - I use VSE regularily and 9/10 of my strips need to be in alpha over mode.
Aug 28 2014
Aug 24 2014
Aug 13 2014
I'm not necessarily tied to ", " for pie snapping, and would not be opposed to it changing, I am opposed to shortcuts like ctrl+shift+tab though. Anything that requires 3 keys to activate should be rethought. I do think this discussion in misplaced in pies though, and should probable be in the keybindings discussion here: https://developer.blender.org/T37417
Aug 12 2014
Aug 10 2014
Nope, they are not - upon further inspection, this bug only seems to appear if there is an "active image", if you box select, they will all import on one strip. If you shift select multiple images, only first will be imported.
additionally, these are not meant to be an image sequence, but a bunch of random images each in own strip. Like if you were making a slide show.
System: Ubuntu 14.04
Build: ee8dafe (builder.blender.org on 8/9/2014)
I've added a video of the problem: https://www.youtube.com/watch?v=eh7DWnldTCQ&feature=youtu.be
Aug 9 2014
Aug 7 2014
@Adam Friesen (ace_dragon)
sticky key = press and hold a key for a set amount of time to spawn menu.
regular hotkey = tap a key to hold do something or spawn a menu
Aug 5 2014
@Paweł Łyczkowski (plyczkowski) & psy-fi - I admit that I am going to miss the hold functionality. At least the pies branch can be seen as a proof of concept that it work, and that it works well. But I do agree that it should probably be rolled into the keymaps as a fully supported option. This is going to take a bit of design work in the keymap area as well and perhaps should warrant a new design task.
Aug 3 2014
Aug 2 2014
I too miss the ctrl+tab with the combo modes. It's nice to hear that I'm not alone on this. I don't feel it's a reason to delay incorporation of the general pies though. In fact we could probably start a new design task once pies are in to discuss incorporation of further pies.
Jul 27 2014
Bug: Bounding Box & Material draw types are missing on 'Z' key pie when in Blender Render...Can't check others since I can't compile cycles for some reason.
I've been pondering what to do with the 'Q' key view menu...where to put it.
Jul 15 2014
Jul 3 2014
@ronan ducluzeau (zeauro): I think that falls out of scope of this task too - should probably be in the keybindings thread or a new task altogether.
Jul 2 2014
tapping "z"=toggle wire/solid mode
holding "z"=pie for all shading modes
Jul 1 2014
Sounds good - forcing click style for certain menu's (like Q key sculpt experiments) would be quite beneficial.
Jun 30 2014
/agree on key discussion
One argument for alt would be alt stands for alternate. So the use alt to see the alternate shortcut. In practice, I could care less which it is. Ctrl is fine by me.
Jun 29 2014
Hey All, I wanted to chime in here since I actually wrote the initial request and had carter2422 post it.
First off, I'd like to congratulate Severin on the fantastic job done so far. The tooltips are much clearer to read, and having them at the mouse is really quite nice and has the added benifit of working with the upcoming pie-menus as well.
Jun 20 2014
@Ted Nielsen (brilliant_ape) There are some bugs with spacing that is known already. Also, at this time there are "blank" spaces where options should be. Such as if you don't have a particle system, the particle edit mode is not shown, so it will be a blank space. I've asked @psi-fi to grey out options instead of hiding them, but there might be some technical difficulties with coding that.
Jun 17 2014
View Menu - Looks good, works well - not sure about key. Any suggestions @Jonathan Williamson (carter2422) ? I think about every addon in this universe uses the Q key as it's the only available key not tagged with another function (one thing pies should help to clean up).
Shading Menu - Options seem to be appearing in different spots if you change the render engine - I'm not sure how cycles is since I can't compile it for some reason, but blender internal shading pie slices are in different spots than Blender Game.
Was just exploring and realized there is what I would argue is a design issue - both in the pies and regular menus as well. If you add particles to an object, and then do the mode key it properly shows that particle mode is accessible, but really I feel that option should always be visible, but greyed out like it is in the other traditional menus. (ie. see the marker menu in the default blend) This allows for easier exploration of the program and lets you visually map out a plan of attack when learning about the menus.
Jun 16 2014
@marc dion (marcclintdion) that is exactly how it works. Additionally, this implementation also implements the border control aspect of the addon, so the full menu will always show on screen, but it will behave as expected if you swipe very fast and are near an edge.
Jun 15 2014
@marc dion (marcclintdion) Actually the distance from center does not really matter. (Though I agree that visually they are far apart, but @Jonathan Williamson (carter2422) disagrees with me) The pies are angle based, so if you just swipe slightly in the direction of a "slice" it selects, no need to actually push the "button". Almost no hand movement is needed. I use it with a tablet and it works fine. There is a configurable "dead area" in the preferences as well. You could configure it to register if you move the pointer 1 pixel.
Notes on already built menus
- Tab key: Perhaps swap texture paint & vertex paint? I think texture paint is the more prominent option and so should be moved to a cardinal direction. At least till vertex paint gets some love.
Jun 12 2014
Bug: The on the tab button (mode selection pie) it always has the label of Object Mode, no matter what mode you are in. Looks like it's static for the menu - perhaps this one should be titled, "Interaction Mode"
@riidom (riidom): How would you cancel pie when you accidentally hit the wrong button?
*Shaded option should affect center widget as well as buttons
*The Yellow widget clock hand should be themeable.
Apr 27 2014
@Paweł Łyczkowski (plyczkowski) - nope, never seen another program do that, but I've also never seen another program with the theme flexibility that Blender has, so that's not a good argument not to do it.
@Paweł Łyczkowski (plyczkowski) Will the color be static or some sort of Alpha so that color "shines through" the icon? Basically, I'm curious if they will be theme-able. Pulling color in from behind the icon.
Feb 27 2014
@Daniel Vintersvärd (Hemlock) Psy-fi is right, you should be using the latest version of the code, and it should work fine. I'll update the first post on the blenderartists thread to note that. As far as corrupt files, I've never seen anything of this nature. Are you actively able to corrupt a file on purpose using the addon? Are you sure it's the addon causing the corruption and not something else like using unsupported builds? Really the only hack going on with this is we are storing an image sheet in the image section of the blend that we can then reference for icons. It really should not be doing anything as far as corruption goes.
Jan 6 2014
I've seen other software show brief tooltips on mouseover, and extended "tutorialized" tooltips when pressing a modifier while mousing over the option. Links could also be nested in the extended tooltip as when a tutorialized tooltip is up your focus is on how the tool works and not on the project. It works well and keeps the annoyance of seeing pages of text down when you don't need it. Downside is discoverability is also down. Perhaps nesting option in right click menu in addition would be a solution.