- User Since
- Mar 16 2012, 11:30 AM (388 w, 1 d)
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KDE is similar to Windows. I don't personally have a strong opinion either way, though.
May 8 2019
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Dec 3 2018
Nov 29 2018
It seems bugged to me. I can't select anything (not even edges) after doing a loop cut.
Nov 25 2018
Nov 20 2018
Nov 4 2018
Nov 1 2018
Gizmos don't seem to be anti-aliased either.
I don't get antialiased circles either. Linux/AMD.
Oct 28 2018
Oct 17 2018
Oct 15 2018
Gizmos seem to be disabled when an animation is playing. 2.79 shows them, so I'm not sure if it is intentional or not.
Sep 30 2018
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Aug 27 2018
Aug 23 2018
The new tools currently don't work well with LMB-select, because if LMB is select, then that button can't also be used to manipulate the tools.
Aug 22 2018
Jun 22 2018
Jun 8 2018
May 24 2018
Several years ago, Nathan Vegdahl was working on a new keymap. I don't know how relevant it is now, but figured I'd throw it out there. Might have some ideas worth stealing.
Apr 18 2018
Mar 25 2016
Now that 2.77 is out the door, can this maybe get another look?
Feb 20 2016
k, reverted Remove Doubles label.
Last tweaks from me, a real coder will probably need to step in:
Here is a pasteall of space_image.py in case I screwed up making the patch.
Updated, but I still haven't figured out the UV Sculpt Button problem. I attempted to make a patch of what I have.
Alright, it never made sense to not have Live Unwrap with the Unwrap options in the first place; it isn't very discoverable. Logical organization is a battle for another day, though.
Feb 19 2016
I gave it an attempt, as I think this needs done and it isn't a particularly difficult task.
Jan 27 2015
+1 from me.
Aug 29 2014
Seems you solved it (well at least on Linux). That patch fixes this issue, and clipping border with matcaps works.
Ah, that patch fixes it here. Very nice. :)
Sure, that shouldn't be a problem.
System-Info for me (built from source).
Aug 27 2014
I have the same issue on Arch Linux 64-bit, ATI Radeon HD 7660, with Open Source drivers. Error message with -d flag. Blender 2.71 GLSL works fine.
Jul 29 2014
Rather than typing, I just made a video overview of why I think the listbox approach is better:
Jul 23 2014
I like the listbox approach in @Warren Bahler (russcript)'s add-on, because if you have a lot of modifiers or a modifier with a lot of settings (ocean for example), it keeps everything tidy and avoids being a scrollfest. Layer systems in graphics applications typically use a listbox to manage them and they're top down, so I don't follow why the top-down concept would be lost; perhaps I'm misunderstanding what the concern is though. Listbox or no listbox, I definitely would prefer drag and drop for sorting.
Apr 28 2014
I would prefer if I could rerender the sculpt ones to fit waith these ones, but if it comes to that, I can make these more similar to the sculpt ones.
Apr 26 2014
I'd be happy with them; I think they look great.
Feb 13 2014
@Andy Davies (metalliandy) I'm moving things for better workflow efficiency, not for the sake of changing. Everything you need I grouped on my mockups so they can be accessed at the same time with less hassle.
Feb 11 2014
@Andy Davies (metalliandy) The actual use-case of UVSculpt is similar to something like the Liquify Filter in Photoshop. It's used for editing UVs like the other tools, but it is its own mode, with its own set of tools and functionality, completely independent of other tools.
Feb 10 2014
@Antony Riakiotakis (psy-fi) I probably will eventually. Right now I'm just kind of breaking and greping things to figure out where everything is. Not sure the textures are going to work how I wanted; difficult to make it clear which one is which.
Feb 9 2014
Oh, oops, already consensus when I was typing. I should have refreshed first.
I'm not @Diego Gangl (januz) but I favor splitting UVSculpt too.
Feb 7 2014
Wouldn't grouping Grease Pencil settings in one place be reducing the mish-mash of buttons in both regions, rather than setting a precedent? As it stands, most things seem to be placed rather arbitrarily between the two anyway. The Properties Panel only seems to take into account Object/Edit mode and has little regard for any other modes. Virtually every other mode just winds up with everything dumped into the Tool Shelf wherever it will fit.
Feb 6 2014
@Jonathan Williamson (carter2422) I'm totally fine with that; no opposition.
Can it be put in the Shift+S menu? Something such as Shift+S -> "Cursor to Mouse" and next spot you click is where it places it. Could potentially even be a modal tool, that you have to ESC out of like Circle Select.
Feb 4 2014
@Jonathan Williamson (carter2422) The textures are the most challenging to untangle I find. I originally tried putting them in with the Brush Settings, but they have so many settings and variables it becomes difficult to layout in a way that maintains easy accessibility. Especially in Texture Paint because there is Alpha/Mask Textures in addition to regular Textures, and as I pointed out in the doc: I didn't even add procedural texture options.
Feb 3 2014
I've been organizing some notes on Texture Paint into a Google Doc and have some mockups in there. It doesn't have Sculpt or the other paint modes though.
Jan 17 2014
Jan 13 2014
There is also this older proposal (PDF) that I always thought was pretty solid.
Dec 27 2013
@William Reynish (billrey) No disagreements there--PLyczkowski's up there are probably the best icon set in my opinion. The only concern I have with his is not enough tool variations. They're pretty much prettier icons of what we have, which as I said aren't really usable in a real painting situation. Having one draw brush you'll still need to tweak it in order to get a soft brush/hard brush, things of that nature. Basically PLyczkowski's icons with the versatility of something like David Revoy's Krita Brushkit would be my ideal setup.
For whatever it's worth the presets themselves aren't very ideal either. It is more common when painting to want to switch between a soft or hard edge brush than multiply or add blend modes for example. In other words, the current presets don't really save you any time when actually painting; if you select the multiply preset, you still need to go adjust the brush curve and things.