- User Since
- Jan 30 2013, 8:30 AM (342 w, 3 d)
Wed, Aug 21
Ok I have another request. In the file open dialog, the "Volumes" list is minimized. I think this should start out maximized, showing where you can navigate to your other hard (or logical) drives. I have witnessed it first hand more than once that newbies can't find where to change to another drive. The nonstandard file browser is already hard enough to learn. Hiding basic file browser functions like drives is making it worse.
Mon, Aug 19
I would like to request the following default change: show renderability toggles in Outliner. This was the default before and I don't remember seeing any discussion before it was changed (correct me if I'm wrong).
Fri, Aug 16
Wed, Aug 14
Apr 17 2019
I would like to confirm that this bug is still present in Blender. Just checked with the example file and the 2.80 build from today.
Jan 30 2019
Jan 17 2019
Jan 16 2019
Nov 28 2018
Nov 8 2018
The command "Center View to Mouse” is missing from the new keymap (used to be Alt-F). I also posted this in the blenderartists thread.
The problem with this is, that this command can only be used as a hotkey. It has an immediate action, and it uses the exact location of the mouse cursor. It wouldn't work from a menu. Could you please add it back? The command is "view3d.view_center_pick".
May 28 2018
May 8 2018
Jan 12 2018
Yes, you're right, this doesn't happen with the --factory-startup option. So it is probably an addon that doesn't work anymore with the newer builds. I will do some testing and try to narrow down which addon it could be.
Are there any other things that factory startup resets? (I noticed only the theme colours)
Jan 11 2018
Nov 15 2017
Nov 10 2017
Jun 26 2017
I tried your suggestions:
May 30 2017
here is the blend file. Depth of field is enabled in the N-panel.
May 15 2017
May 30 2016
@ Duarte Farrajota Ramos: do you have some information about the "fake box mapping preview" that you mentioned? Maybe a description or picture of the node setup? Thank you.
May 25 2016
May 13 2015
May 4 2015
Hi, thank you.
One problem though, this seems to have broken the import scale setting. Only a scale = 1 works, any other value stops the import script with the following error:
Apr 28 2015
Mar 5 2015
Feb 18 2015
Oct 30 2014
@michael knubben (michaelknubben):
The question is, how far is it not empty space? The grab widget is just one pixel wide, surely you do not always click exactly on this thin line, but somewhere close to it. If there is no feedback, you sometimes miss the widget. With this change you would then deselect all, which would be pretty frustrating.
Sep 12 2014
Apr 24 2014
@Andreas Stöckel (aurelian15) : Hi, do you plan to finish this feature with the two things @Brecht Van Lommel (brecht) mentioned? Would be great to have the feature in trunk, this is the only camera type with no field-of-view settings. Thanks!
Mar 13 2014
Feb 28 2014
@Campbell Barton (campbellbarton)
"...operators are not designed primarily to be accessed from the search popup."
Jan 10 2014
My two cents: not to critique your work, 16*16 seems awfully small to convey complex meanings, but these icons don't seem to convey the meaning of rendering, if you don't say it's an iris/shutter I'm not sure most people would recognise it as such. Seems more like an animated loading icon, or a rotating wheel, especially with the one in motion, there it really seems to roll forward, I'd think here more of rigid body physics.
Jan 7 2014
@Jonathan Williamson (carter2422) - Seeing the newly created "History" panel (great idea btw!), I would suggest putting the history list itself into this tab, without needing to click once more on "Undo history". There will probably be very few buttons here anyways, so there should be enough space.
+1 for the proposal!
@Simon Repp (simonrepp)
I also think the ones with the oval are not recognisable as OpenGL, the text ones were clearer. Also, the one for still rendering is just a plus inside an oval, not recognisable as a camera flash since the camera is missing, it looks more like an "add new" button. I'd go with your first proposal with different colours, try making it less cluttered, maybe removing the 3D bevel effect from the GL letters.
Dec 16 2013
I have never (before) heard anyone say that a keyboard shortcut is bad because they need to move their hand too far. Are we really THAT lazy? Moving your hand 20cm once in a while will surely not cause "fatigue". Well, if it does, it's high time to stand up from the computer, go for a walk, see the world outside :)
I feel the arguments against removing X are more a resistance to change and having to relearn old Blender habits (yes, I've also used X for over ten years).
Nov 25 2013
@step-ani-motion (stepanimotion) Alt-F? Wow thanks for that, I had looked for something like that once or twice and then thought it's simply not implemented in Blender, and used the numpad DEL instead. @Paweł Łyczkowski (plyczkowski) I agree, map it rather to a modifier key + mouse click as default, and BAM! great new feature.
Nov 22 2013
I see a much larger question here than the exact colours. Maybe it is a separate topic. The question is why do we use a negative representation (dark background with lighter objects/contours) and not a positive representation (light background with darker objects)?
Blender switched from positive to negative from 2.49 to 2.50. I personally cannot work with these very dark themes during the day or in any well-lit environment. Reducing eyestrain requires a switch to the 2.49 theme, which seems to be the only light theme pre-packaged in Blender.
@Andrew Price (andrewprice): I agree, addons do not really belong in the toolbar. A toolbar contains tools (operators), but shouldn't contain the settings, sliders, input fields, etc. for these tools. (ie. the way most addons work, adding their settings into the toolbar) They belong either in a separate panel, a popup, or somewhere else. For tools with settings that cannot be changed afterwards (eg. rings of a UV sphere), a popup might be the better solution.
Nov 20 2013
Yes it is of consequence whether it is online. It is very annoying how some software open up documentation, sometimes in an in-program window, just to load a "page not found message" when I am not connected to the internet, without any sign beforehand that it is only available online. The relative unavailability of offline Blender documentation is bad enough, let us not reduce the info available inside the program even more. There are many use cases with no internet connection, whether on the go with a laptop, or at work with internet limitations, or in less connected parts of the world.
Nov 18 2013
I rather see the default size not as the size of the preview, but as the final render size (so more around 1080p). --> For two reasons:
- the percentage slider beneath the resolution settings goes from 1% to maximum 100% and not more, meaning its "reason for existence" is to render smaller previews. (Although I seem to recall that it used to go to 200% in an earlier version)
- you want to set your final resolution exactly. Preview resolution is less important, the slider can take care of that, without having to "destroy" your pre-set final resolution.