- User Since
- Jun 16 2013, 1:50 PM (322 w, 2 d)
Jan 7 2019
Dec 14 2018
Dec 3 2018
Nov 19 2018
Another thing I noticed while unwrapping is the image editor defaults to image viewer. This led to some confusion after unwrapping a cube with an image editor open. Would it be better of defaulting to UV edit? What about if the selected object is in edit mode? What about when the image viewer is empty (looking very much the same as an empty UV editor window) and the user creates a new UV channel?
I've just been playing around with 2.8 to get used to the new shortcuts and noticed another thing that drives me nuts every time I install Blender: Snap defaults to grid snap. How useful is grid snap to most people? I think vertex snap is a much more useful and sensible default, and it's far easier to understand how things are snapping to new users because vertices are visible, whereas grid points are not.
May 25 2018
Regarding Mode Switching
How about using ctrl+tab to open a mode menu (similar to the vert, edge, face menu of edit mode) and also ctrl+tab to open the sub mode menu too (as it is now). Currently, ctrl+tab in object mode is assigned to weight paint mode, which feels extremely arbitrary, especially when you have other modes on keys that seem to reflect the name (v for vertex paint, for example). If you want to keep ctrl+tab for workspace switching, then maybe consider having the mode menus on shift+tab instead, but personally I quite like the current ctrl+left/right for workspace/template switching, and Blender bears little similarity to a web browser, so it doesn't necessarily make sense to use the same shortcuts.
May 23 2018
This sounds like a good start. For shortcuts that let the user cycle from an enum selection, such as the snap target, it might be good to show the user briefly via a small text popup somewhere near the cursor what the setting has been set to. For example, you could show "Pivot: Cursor" when the user presses the . key, and that text would change as they cycle through the options.
May 7 2018
I would love it if the default UV coordinate setting was to use normalized coords (single square is 0-1) instead of basing them on the texture resolution.
+ Easier to quickly move uvs by a fraction using numeric input (0.5, 0.25 etc.)
+ Texture resolution independence means moving uvs by fractions is always the same.
+ Presumably less issues with UDIMs, which can have per-tile resolution.
+ Normalized coordinates are used by almost every other app by default.
Mar 10 2016
Sorry if my description was unclear. When scaling in x by -1 (for example) I expect the cube to be mirrored on the x axis about the pivot. I don't expect the rotation values of the rotated cube to change after scaling, but because of the negative scale, I do expect it to look like it has been mirrored. Try scaling smoothly between 1 and -1 on the x axis with both cubes and watch how they behave.
Oct 28 2015
May 30 2015
There are no other forks to import geometry for any other BSP formats, although there might be other plugins that do the same for Quake 3 BSPs, or converters separate to Blender that can convert BSP to OBJ or other standard formats, which could then be imported into Blender.