- User Since
- Mar 8 2017, 9:24 PM (97 w, 6 d)
Fri, Jan 4
Ability to manually control affinity is crucial if one needs to use the PC for other tasks while also waiting for some long render to finish. In some cases, setting CPU priority to low is not enough to free up enough resources, fast enough so that other software does not lag.
Dec 19 2018
Here's a more graphical explanation of what I propose:
I am sorry but this really should not be left the way it is now. It's really beyond confusing. Imagine yourself being a new user and seeing this:
1, Tooltip says the button toggles if Move is affected by snapping settings
2, Currently active snapping setting is increment
3, Move button is disabled
4, YET when moving the objects with current snap settings configuration, it snaps to increments.
Dec 18 2018
Dec 13 2018
Dec 12 2018
Dec 4 2018
Dec 3 2018
Dec 1 2018
@Philipp Oeser (lichtwerk) Why was this closed and merged with an old duplicate report which has also been closed. No one will EVER find this yet this is crucial design flaw that should be fixed before 2.8 final release. Right now it's in some ultra-obscure TODO list no one ever looks at :(
Nov 30 2018
Nov 29 2018
Well... them I am back to having literally hours of my work wasted every month :(
Thanks for the fix.
Nov 28 2018
One more thing. In 2.79 it was possible to actually customize tool defaults in the input editor, and transform orientation was one of them:
In 2.8 unfortunately, all that is gone, and instead there's this weird thing :(
I guess I would be fine if the legacy transform tools (G, R, S) did not use this, and only new ones did. I will be using the new transform tools anyway, since with "click anywhere" functionality, they combine best of freeform tools and gizmo tools in one. But I understand that this may cause some code schizophrenia. If hitting X, Y or Z keys or holding down MMB while dragging a gizmo using "click anywhere" would use the new behavior, while using G, R, S keys would always use global, I, personally would be fine with it.
Yep, I am fine with just the one in outliner, and other one being somewhere else :)
I am just adding my vote that I also find Screen and Eye icons in the outliner confusing. I did not yet bring myself to look up and figure how it works. I did not understand it but with a few test clicks, I noticed that the screen icon appears to be a superset of the eye icon, so I just adapted the habit of always using the screen icon, as it does what I need it to do.
Yes, I guess that makes sense. In that case, I think that "Load UI" should be a persistent user preference, rather than something that resets every time you create a new scene or open blender.
@Campbell Barton (campbellbarton) Also, unfortunately, it doesn't appear to work with Middle Mouse Button drag gesture yet :/ That one still defaults to global space.
Yassss, thank you very much for this!
Nov 27 2018
I'm happy to finally see release confirms added. One more I am sure many would appreciate is if "Load UI" when opening .blend file was off by default. I am sure most people dislike their UI being shuffled around randomly when opening someone else's .blend file.
I've just tested 3ds Max, and it happens exactly as Campbell had described. If cursor is both over a gizmo handle and selectable item, then on click (mouse press and release) without cursor being moved, item is selected. When the mouse cursor is just on a selectable item, without gizmo on top, then the selection already happens on button down, not after the release.
Nov 25 2018
Nov 23 2018
Hi, any news on approving this? Beta is around the corner and it would be a shame if it was released without this.
Nov 22 2018
Thank you so much for taking care of this! :) If this was indeed based on my feedback on devtalk, could you please next time perhaps at least post the link to the task, so that I actually get to know it's being addressed? Otherwise I remain in the dark not knowing it's being acknowledged and worked on :)
Nov 19 2018
I am a bit confused as to why do we now have two places in close proximity to do the same thing?
Nov 17 2018
Nov 16 2018
Nov 15 2018
Nov 14 2018
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.
Nov 9 2018
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.
Nov 7 2018
Oct 22 2018
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..35i39k1j0l9.2998.3656.0.39184.108.40.206.0.0.0.125.732.5j3.8.0....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).