- User Since
- Mar 8 2017, 9:24 PM (88 w, 1 d)
Wed, Nov 14
I want to remind you that in 2.8, "Release confirms" in preferences is still set to be disabled by default, which results in quite default jarring behavior of tools for the new users, especially transform tools such as move, rotate and scale. Every time such an action is performed, the mode stick even upon releasing the mouse button, making it feel like the mouse has malfunctioned, requiring another click to confirm the action.
Fri, Nov 9
Yes, if there's not enough horizontal space, then let's just do two rows, but please don't keep it the way it currently is. It's beyond ugly.
Wed, Nov 7
Mon, Oct 22
Is there any ETA on 2.8 tool system properly working with LMB? I'd like to start re-making my custom keymap for 2.8
Oct 17 2018
What Blender truly needs is a proper tool for instancing and scattering objects. This looks just like a random object painter tool. There are already dozen of ways to do this in Blender, but there is not a single way to for example scatter 10 000 high poly trees along with 20 000 000 high poly grass patches. That's why you don't see pretty much any large scale environments ever done in Blender.
Oct 16 2018
I'll spam this here too: https://devtalk.blender.org/t/angular-snap-needs-to-be-decoupled-from-incremental-snap/2161
Oct 15 2018
I second the comment above. For me, local view-specific cursor position is a problem rather than help. Every single time I isolate selection, and then go back to global view, the cursor is in the wrong position. I'd simply completely remove the idea of global/local view specific cursor, and have one cursor position regardless of 3D view mode.
Oct 10 2018
Oct 9 2018
One of the defaults that definitely should be changed for 2.8 is that "Release confirms" in Preferences should be off. Current state has this really weird behavior where if you drag an item, it sticks to your mouse until you click again to drop it. This feels much more like a bug or mouse malfunction rather than a feature.
Oct 5 2018
Unfortunately, there is an annoying usability issue with rotate widget (and rotate mode in general):
Oct 3 2018
Meters and Centimeters is what I am used to. In fact, this is the first time in 27 years of my life that I got to know that "metre" and "centimetre" are actually valid words, and not a typo. I fact, even google doesn't think so, and considers it a typo :D :
Oct 2 2018
One very unfortunate name in 2.8 is "Ornaments" in Overlays pop-over menu. Ornament refers to something very specific: https://www.google.com/search?tbm=isch&source=hp&biw=1920&bih=1058&ei=6jqzW7LsFIWQrgTfjpToAw&q=ornament&oq=ornament&gs_l=img.3..35i39k1j0l9.2998.3656.0.39220.127.116.11.0.0.0.125.732.5j3.8.0....0...1ac.1.64.img..3.8.727.0...0.6uDX_eHTVbA
Yep, I agree that rectangle select is a standard name for it, but in context of all the others listed, "Region" is the most appropriate name.
Oct 1 2018
Sep 27 2018
Sep 20 2018
Ah, nevermind then. I assumed that Shot Management addon wouldn't exactly be a 3D view specific one.
I support the idea of left toolbar being exclusively dedicated to tools. The mockup by @Julien Kaspar (JulienKaspar) looks like a step back in a scope of cleanup that has been done since 2.8 development started. It would allow the left toolbar to again become "everything bar" of random buttons, which was a big pain in 2.79.
"We could combine Extrude Region, Extrude Individual, Extrude Along Normals into same tool, and simply add a tool setting to switch between the various extrusion methods"
Sep 19 2018
Sep 18 2018
@Brecht Van Lommel (brecht)
Click anywhere is useful. I actually love how fluidly Blender allows you to work, not having to always travel your mouse cursor all the way to the transform gizmo to start working. Being 8 year 3ds Max user and only 1 year Blender user, not having to travel my mouse to gizmo to do transforms was very relieving. Click anywhere pretty much unifies current freeform transform tools (GRS) and gizmo based tools into one.
Sep 17 2018
Sep 13 2018
Sep 7 2018
Sep 6 2018
I agree with all of these. Very good choices.
Aug 10 2018
Jun 30 2018
Shouldn't this be consulted with William? It seems that the purpose of status bar is lacking a coherent vision. There's now way too much clutter. Re-introducing per-editor status bars is a big step backwards :(
Jun 12 2018
Jun 11 2018
Jun 9 2018
Jun 8 2018
Currently, having search on tilde and view menu on hold tilde makes very little sense. Search and viewport switching are extremely different actions. Having them on same key doesn't make much sense.
Jun 7 2018
Jun 6 2018
When I've designed Corona UI, I've found out that just a simple introduction of proper vertical and horizontal UI element alignment can greatly aid readability of multi column layouts. So it's not that multi column layouts are inherently messy and less readable, but that they require a good, grid like alignment to be readable :)
Jun 2 2018
May 31 2018
May 30 2018
Hi, any news on this bug? It really makes it impossible to use Blender as generator of fluid simulations for use in other apps. This should be high priority, because all the work spent by someone to make Blender support VDB is negated by this unwise file naming. I mean if you are doing sims to be used in Blender, you can just use the default point cache. VDB makes sense mainly because of interoperability with other 3D packages, yet this interoperability is broken for exactly this reason :(
May 29 2018
I think that one of the included material preset should be thin, translucent foliage for materials such as tree leaves and grass blades (almost no high poly tree models have leaf meshes with thickness, otherwise it would be ridiculously highpoly model).
May 25 2018
May 24 2018
@Manuel Grad (manitwo)
Well if you see EDIT section of my last post, you will see I am actually not dismissing exotic keyboard layouts, but instead proposing a solution that would make such keymap work even with the exotic layout. The way you formulate your reply sounds like I am dismissing exotic keyboard layouts, which I am not.
May 23 2018
Looks really good. I know this is not the industry standard keymap, but I would still suggest to shuffle it around a little so that 1 2 and 3 keys do Vertex, Edge and Face edit modes respectively. There are quite a few Blender users who have set it up that way, and it's just much more common. I do understand the reasoning of the current proposal though, as having object mode at 4 feels a bit random.
May 22 2018
May 18 2018
I see that the proposal to have "Sky" map defaulting as background was indeed removed, as I suggested. I know resources for Code Quest are limited, but I would actually be very happy if Sky map was finally finished with proper Physical Sun light and easy to do linking between Physical Sun and Physical Sky, so that it could indeed become a default. There's already an Omni light present in the factory default Blender scene. That Omni could be replaced by Physical Sun once implemented, and background could default to Physical Sky linked to that sun. So every new user, who would just hit render straight away would get a nice simple day lighting in his scene out of the box :)
May 16 2018
I know I am probably old fashioned, but I really like back faces being shaded black, because I can constantly see the normal orientation. When one of the new 3ds Max versions made double sided material drawing default, at it was no longer possible to switch it back, I found that it was not an advantage, but a drawback, as I had to spend time constantly toggling diagnostic shading mode to see orientation of the normals.
May 15 2018
May 13 2018
I would strongly suggest to have just one global border and lasso selection implementation which is referenced by all the editors, rather than having unique implementation for each editor and trying to keep its codebase manually in sync. There are quite a few more inconsistencies of lasso and border selection keymap properties between the different editor. This bug report is just a small example of it.
May 11 2018
sorry for commenting on already closed task. There's one thing that won't stop bugging me, and it's somewhat related to the new manipulators:
May 9 2018
Also, the best way to reproduce it after the input type is changed to "Any" is to switch the focus away from Blender's Window to a different one and then switch back. Then it should happen almost every time.
May 8 2018
Since people prefer to have mesh element keys not offset by object mode, so that 1 is always vertex, 2 always edge and 3 always face, perhaps ~ (tilde) key could toggle object mode.
One question: Why have you decided to default background to Sky when Sky in Cycles has remained unfinished in years?
May 7 2018
Being a 3ds Max user for almost 10 years, I can with confidence say that 3ds Max unit system is one of the worst way to go about it. It creates more problems than good. I find the best scale systems to be the ones that define precision of the scenes based on viewport/camera near and far clipping planes :)
Here is another, practical example why turning off reflective and refractive caustics won't save us from noise:
Cycles reflective and Refractive caustics should definitely not be off by default. This goes against the usability, as renderer should deliver visually pleasing output by default. You won't achieve that by making sure glass shadows turn out completely black and metallic materials won't bounce a bit of light.
May 6 2018
May 5 2018
Actually here's some more reasoning:
@Alberto Velázquez (dcvertice)
Actually, this was adopted from Softimage XSI/Autodesk Softimage. It's a dead software now, but it had some very good concepts, with spacebar for object mode being one of them. It's written in the reasoning paragraph. Check the attached video example. You will see that edit mode exit/toggle action is frequent and useful enough to deserve key such as spacebar. Sure, search could be on spacebar, but as I already mentioned, when there is a quick search in CG software, it more often tends to be on Tab key.
I think Vyacheslav meant if it's going to be default. And it is explained near the top in the "Approach" paragraph that it won't :)
I agree with @Mantas Kuginis (MantasKuginis) 's suggestions. Many of other pieces of software solve this issue by having an UI element specifically for dragging the timeline. In Video editor it's usually a small arrow on the top or the bottom of active frame cursor. It would be nice to simply be able to left click and drag the green frame number indicator. It's a bit slower than right click, since you first need to move your cursor at that exact spot and then drag it, but it's what users are generally used to.