- User Since
- Mar 8 2017, 9:24 PM (115 w, 3 d)
Mon, May 20
Fri, May 10
Laggy (only blender running):
Smooth (OBS just running in the background - not recording):
Thu, May 9
Fri, Apr 26
In case of 3ds Max it's selecting another mesh element next to the one already selected in the direction of the ring while holding Shift. Or Ctrl+R.
Apr 25 2019
I've just tested latest build and I can confirm it also fixes the T62176
Apr 19 2019
@Jaroslav Brudna (r4p7or_3D) (sorry for offtopic) Hey, if you want the functionality you propose straight away, without waiting, then this may help you: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406
Apr 17 2019
Yep, another vote for the Tab key for object mode toggle. If quick search is an issue, then that one is equally as much found on Ctrl+Space or F1 keys in other apps. It'd made general sense, as 1-9 keys would be to enter different modes, and Tab key would be to exit any mode, so it's kind of a different type of key.
Ouch... I'd assume that the number keys will always toggle edit submodes of any mode you are in in the same order. At least that's how it works in all the other apps that use number keys to switch edit submodes :)
Also, it doesn't appear to be working in other modes with multiple sub-modes. Such as hair edit mode. Hair edit mode has 3 submodes yet 234 buttons do not switch them but instead switch back to mesh edit mode.
By the way Ctrl+LMB in the industry keymap is still broken. Blender uses some heuristic to select closest element to mouse cursor when selecting. In this keymap, it works for Shift+LMB to Add to selection, but does not work with Ctrl+LMB to remove from selection. Deselecting edges using Ctrl+LMB for example is nearly impossible now, as one needs to click pixel-precisely on the edge. It works in my custom keymap though...
Apr 16 2019
I still don't get it. What's wrong with the idea of using non number key for switching back to object mode? :|
Apr 15 2019
Some issues I have encountered:
- If the map has to be compatible with industry standards, then the zoom method setting in the preferences should be changed from vertical to horizontal. Most of the Maya style navigation users are used to zoom horizontally, as it's much easier to do while holding a mouse:
- 1234 keys currently do not make sense. In almost all other packages, mesh element modes start from 1-vertex, 2-edge, etc... Yet in a typical weird Blender manner, 1 is object mode here, and vertex starts at 2.
- Inset tool doesn't appear to be working at the first sight, because there is no viewport gizmo. It appears as if nothing happened upon pressing I. Same goes for Bevel.
- Ctrl+Left clicking to deselect triggers a menu entry instead for some reason:
- Ring select shortcut missing...?
Apr 11 2019
Apr 10 2019
Apr 9 2019
I think it could be a good idea if there was just one "Select" entry which would respect whatever mode the select tool is set to inside the toolbar. Otherwise switching between select tool modes would then also require user to switch to that different select tool mode in each of the 4 transform tools. That could result in overwhelming micromanagement of selection behavior across every other tool in the toolbar. Or the drag action should be a global setting for all the tools, not remembered per tool.
Apr 8 2019
Apr 7 2019
Apr 6 2019
Apr 5 2019
Honestly, I don't find the JKL playback controls very intuitive. Overwhelming majority of Blender users are on Windows, where they don't have access to Final Cut Pro, so it would make more sense to get the keymap closer to Windows editing tools, such as Adobe Premiere, which is truly an industry standard, or Blackmagic Resolve. Premiere and Resolve are available on both Windows and Mac, while Final Cut is only Mac. That should cover a lot more users.
Apr 3 2019
I agree that numbers for collections is a really weak concept. I think easy solution in this case is to make sure industry keymap is good enough so that most people will use it, and the people using legacy keymap, which will come with collection number hotkeys, will sooner or later switch to the industry one, once everyone else will be using anyway, and the legacy keymap will finally be deprecated.
Apr 2 2019
Mar 30 2019
If you really need a good keymap right now, then you can use this one: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406
Mar 17 2019
Anyway, this is a bit more complicated problem indeed. Blender has this unique weird concept of datablock being something user can explicitly name. It works in case of Blender:
But it doesn't work in case of Unreal Engine 4:
Mar 16 2019
Mar 10 2019
Mar 6 2019
Mar 5 2019
How's this moving along? :) Given the huge value of this in everyday workflows of pretty much everyone, I think it deserves priority.
Mar 4 2019
@Sebastian Parborg (zeddb) Hi, I'd just like to make sure this bug has not been forgotten. It's been reported back in 2016, last activity on it was almost 3 months ago and it is assigned to a person who's probably not active anymore, yet the status of this bug is still "Needs triage by developer".
Any news on this? It makes procedural texturing very difficult.
Mar 3 2019
Mar 1 2019
I would definitely consider it a bug. I mean, if the geometry is not thin, then it works even without user having to go through the hoops of orienting the topology to cater to the modifier (or destructively applying rotation transform). Here's an example with a box:
X, Y and Z axes respectively, all of them work. Do you see any logical reason why the topology being thin should have any effect on this?
Feb 28 2019
Feb 26 2019
Feb 23 2019
Ok, I did some testing of the experimental build:
Feb 22 2019
this is absolutely amazing! Blender's pretty much ideal choice for any degree of content creation for game development, except one pitfall - baking, which you have now decided to tackle. I am eternally grateful.
Feb 21 2019
Feb 14 2019
I vote for ability to retain all the functionality, just changing what delete does from hard delete to moving to recycle bin. I am not familiar how hard it is to implement on Windows, but if it's not too hard, that would be the way to go. All the other Windows software has either its own file browser or uses the Windows one, but in both cases, deleting is expected to mean moving to recycle bin.
Feb 13 2019
Feb 12 2019
Feb 11 2019
Alright, I will wait and see how it works out in practice :)
@Mets 3D (Mets)
That option is very important. You probably don't posses enough experience with offline 3D rendering to be aware of all the use cases. When random seed is on, you will get noise variance between frames.
Feb 10 2019
Feb 7 2019
Keep in mind that this needs to be managed on per-case basis, and some common sense needs to be used. Generally, the way this is handled should be aligned with general expectations of users. Let me show you two examples:
Feb 6 2019
Reset to factory settings did not help, but Brecht is right, it has something to do with aspect ratio of the texture. I have replaced the texture on the first material slot of the mesh with square aspect ratio texture and pack is no longer distorted. That's very odd behavior for three reasons:
Could you please also post 256 sample results, or something like that? It will be much better at showing how inferior Cycles denoiser is to OIDN :)
In some cases, it's truly extremely bad. Here's comparison between 2.79 (top) and 2.8 (bottom):
Feb 5 2019
Feb 3 2019
@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406