[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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