[Bf-funboard] Bf-funboard Digest, Vol 84, Issue 9

proxe proxe.err0r at gmail.com
Sat Nov 24 05:06:33 CET 2012


>I like this,it makes sense.
>Though I would add: make it possible to press any combination of SDF at
the same time: if you press S and D ->S and D become active
>Press D and F ->D and F become active.

This should not be that difficult to implement, but it should mimick the
mesh selection mode and therefore have a standard feel to it while it is
pressed only the single mode is activated, while holding shift the mode is
added to previous.


On Fri, Nov 23, 2012 at 2:00 AM, <bf-funboard-request at blender.org> wrote:

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> Today's Topics:
>
>    1. Re: FW: Blender new keymap progress (Knapp)
>    2. New Keymap (proxe)
>    3. Re: FW: Blender new keymap progress (Bol Bib)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 22 Nov 2012 15:14:08 +0100
> From: Knapp <magick.crow at gmail.com>
> Subject: Re: [Bf-funboard] FW: Blender new keymap progress
> To: bf-funboard at blender.org
> Message-ID:
>         <
> CAOdBB_6gMLirGtjG4qD5V3LfyPxNN1YtXVfPRkbbp0eka7cHpw at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> On Thu, Nov 22, 2012 at 11:43 AM, Reiner <reiner.prokein at t-online.de>
> wrote:
> > Don`t want to play the party pooper, but wouldn`t it make more sense to
> > fix the current hotkey manager first before introducing a new keymap
> > that scares the users away then because they cannot fix it? The current
> > hotkey manager is a pain. You cannot see when a hotkey is already in use
> > for another tool. Which simply blocks the hotkey then for both assigned
> > actions. And the search function fails at nearly every search. So before
> > doing anything at the keymap, this would be the place to work at, imho.
> > The hotkey manager.
>
> We are lucky. We have more than one dev, each doing his own thing.
> With luck we have more than one doing both things.
> :-)
>
>
> --
> Douglas E Knapp
>
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> with open source software!
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> Please link to me and trade links with me!
>
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> http://sf-journey-creations.wikispot.org/Front_Page
> http://code.google.com/p/perspectiveproject/
>
>
> ------------------------------
>
> Message: 2
> Date: Thu, 22 Nov 2012 07:10:57 -0900
> From: proxe <proxe.err0r at gmail.com>
> Subject: [Bf-funboard] New Keymap
> To: bf-funboard at blender.org
> Message-ID:
>         <
> CAKD0Mg-hvYtpVWOyuH+6UwDBZ+ug5rFhdzV7Zi2k1JDuAUMKLw at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> had an idea about the 3D manipulator, S D and F could be used for the 3D
> manipulator while its active, otherwise they are used for your standard
> transforms, maybe its worth a try.
>
> def FindKeyMapItems(km, idname):
>     items = []
>     for kmi in km.keymap_items:
>         if kmi.idname == idname:
>             items.append(kmi)
>     return items
>
> #Switch translate controls over to Manipulator.
>         if context.space_data.show_manipulator:
>             km = wm.keyconfigs.user.keymaps['3D View']
>             for kmi in FindKeyMapItems(km, 'view3d.set_manipulator'):
>                 kmi.active = 1
>             kmi = km.keymap_items['transform.translate'] # Make sure Tweak
> Move is not First!
>             kmi.active = 0
>             kmi = km.keymap_items['transform.rotate']
>             kmi.active = 0
>             kmi = km.keymap_items['transform.scale']
>             kmi.active = 0
>         #Switch it back.
>         else:
>             for kmi in FindKeyMapItems(km, 'view3d.set_manipulator'):
>                 kmi.active = 0
>             km = wm.keyconfigs.user.keymaps['3D View']
>             kmi = km.keymap_items['transform.translate']
>             kmi.active = 1
>             kmi = km.keymap_items['transform.rotate']
>             kmi.active = 1
>             kmi = km.keymap_items['transform.scale']
>             kmi.active = 1
>             return {'FINISHED'}
> bpy.utils.register_class(SetManipulator)
>
> theres some code for ya if you wanna try it real fast, i can see how it
> could be an issue though, expecially when animating, i like to use both the
> keys and widget.
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 22 Nov 2012 19:27:30 +0100
> From: Bol Bib <bollebib at hotmail.com>
> Subject: Re: [Bf-funboard] FW: Blender new keymap progress
> To: "bf-funboard at blender.org" <bf-funboard at blender.org>
> Message-ID: <DUB002-W1154AF38E630C2F44B2E59CCE5B0 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
>
>
>
> > I must be misunderstanding something.  Isn't RMB-drag already the
> > tweak tool in the current Blender keymap?  So if it works for you now
> > in the current keymap, why not in the new keymap?
>
> uhm...I have LMB keyboard scheme active. I have only ever known it on LMB.
>
>
> I wonder though:
> Since tweak drag only works on single polygons or vertices.
>
> maybe you could make
>
> LMB+drag = tweak select
> Shift+LMB+drag = box select
> CTRL+LMB+drag = box deselect
>
> since shift is adding to selection shift+dragging would create the box
> select.
>
> Since you can't ever add other points to tweak drag,there's nothing you
> can do with it with modifier keys.
>
> What do you think of this?
>
>
>
> > I may indeed change the key/mouse combo for placing the 3d cursor, but
> > that's not necessary.  RMB-drag doesn't trigger RMB-click, so tweaking
> > would not move the 3d cursor.
>
> Strange ,here it does.
> or do you mean in your new keymap?
>
> As for the cursor though ,I believe it can be on a button (C? )...
> far too many times I accidentally press the RMB,needing to reset my cursor.
>
> ...can we have a cursor placement undo? XD
>
>
> seriously though this would free up the RMB for other possibilities. (pie
> menus? Context sensitive actions? list of quicktools depending on what you
> click? bones,mesh,lights...etc...?)
>
> >My apologies if I have been presumptuous.  But on this point
> >particularly I was speaking from experience doing very
> >mode-switching-heavy tasks in Blender.  Believe me, I think mode
> >switching needs to be efficient.
>
>
> Ofc. That's what I want as well. And as for discoverability maybe you can
> put a number in the called menu,right next to the entries, to make clear to
> people that they can press a number?
>
>
>
>  > The trick is that if we do that for a frequently used function such as
> > changing viewport shading, the key should probably be near the thumb.
> > So perhaps V would indeed be a good choice for that.  We'll need to
> > experiment.
>
> Glad you like. Here's hoping on a new version of the keymap in the near
> future.
>
>
> Pivot point changing could benefit from this as well...perhaps?
> what will happen with proportional editing in your keymap?
> This one could be used as well with numbers. Activating or deactvating
> proportinal editing needs to be quick (imo)
>
>
> (tool and properties shortcut)
> >I was considering [ and ].  Or maybe ; and '.  And really, any two
> > symbol keys next to each other.  Then they can be used for side panels
> > throughout all of the editors.  (N doesn't make sense in the first
> > place, and T only makes sense in some of the editors.)
>
> yeah something like that sounds fine
>
> [ and ] even look a bit like a shelf ^^
> though the 2 buttons next to the right shift are possible as well (: and =
> )
>
>
> (from proxe)
> had an idea about the 3D manipulator, S D and F could be used for the 3D
> manipulator while its active, otherwise they are used for your standard
> transforms, maybe its worth a try.
>
>  I like this,it makes sense.
> Though I would add: make it possible to press any combination of SDF at
> the same time: if you press S and D ->S and D become active
> Press D and F ->D and F become active
> etc...
>
>
>
>
>
>
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> End of Bf-funboard Digest, Vol 84, Issue 9
> ******************************************
>


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