[Bf-committers] Re: [Bf-blender-cvs] CVS commit:
blender/source/blender/include BDR_sculptmode.h
blender/source/blender/makesdna DNA_scene_types.h
blender/source/blender/src drawview.c sculptmode.c space.c
Matt Ebb
matt at mke3.net
Sun Nov 19 11:35:26 CET 2006
On 19/11/2006, at 17:03 PM, Nicholas Bishop wrote:
> On the subject of hotkeys in general, to what extent is it OK for
> sculptmode to just "take over" hotkeys?
As Doug already touched on, it's a new mode, so no keys should really
carry over at all. I notice that vertex paint and texture paint also
allow some object mode hotkeys to come through, which is probably
what you've copied, but that should really be stopped in itself,
because not only is it confusing, but many of those commands are
completely irrelevant to the task at hand (eg all of the commands
that involve multiple objects).
What is good though, is to keep consistency by reusing similar keys
for similar tools, but that's a whole different kettle of fish to
actually letting the functionality from other modes 'leak' through.
Eg. Alt R in armature pose mode doesn't do the same functionality as
in object mode (clearing the object's rotation) but it does something
similar that's relevant in that mode (clearing the bone's rotation).
Similar to this, using G in sculpt mode to enable the grab brush
might make sense, since it's similar to the grabbing that one might
do in object or edit mode, but re-contextualised to fit in 'what you
do in sculpt mode'.
cheers
Matt
------------------------------------------
Matt Ebb . matt at mke3.net . http://mke3.net
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