- User Since
- Mar 8 2017, 9:24 PM (80 w, 2 d)
Thu, Sep 20
Ah, nevermind then.
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"
Wed, Sep 19
Tue, Sep 18
@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. Click anywhere pretty much unifies current freeform transform tools (GRS) and gizmo based tools into one.
Mon, Sep 17
Thu, Sep 13
Fri, Sep 7
Thu, Sep 6
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.
May 1 2018
Apr 30 2018
The current state is pretty nice. Thanks for taking all the feedback into consideration. Congratulations on getting this done :)
Apr 29 2018
Apr 28 2018
I think the part of the issue as to why transform gizmo icons look out of place is their design. They use combination of the some colors (green), which are used as color codes to differ operation types on the icons below.
I've made a very thorough complete overhaul of Blender's default keymap. I've spent over 80 hours on it. It's quite intuitive in many areas, so I guess it could help as a reference not only here, but also in following input mapping changes.
Apr 26 2018
I am curious, are those icons rasterized on the fly or only once and then cached? I mean, rasterizing every icon as 3D object in real time would consume a lot of resources, wouldn't it?
Well, my original point was that I don't see anything wrong with this set of icons, shape wise. Maybe only bisect and knife could be distinguished a bit more (Bisect one could have semi transparent plane cutting through the cube). But I see no point in solving color blindness for icons that are already unique when it comes to shapes and look professionally designed.
Every single icon presented here has an unique shape. Even if I make them monochromatic, I can still easily distinguish every single of them. I think there's no reason to overthink it. If you had to accommodate UI design to everyone's disability and preferences, then it would be impossible.