[Bf-committers] Improving Blender's keymap: a proposal

Nathan Vegdahl cessen at cessen.com
Fri Apr 6 21:41:07 CEST 2012


> @Nathan: totally agree. My comment was referred to having a key for every
> tool Oo.

Oh, I see!  Ha ha, I totally misunderstood.  I agree.

--Nathan


On Fri, Apr 6, 2012 at 3:26 AM, Gianmichele Mariani
<g.mariani at liquidnet.it> wrote:
> On Fri, Apr 6, 2012 at 11:04 AM, Campbell Barton <ideasman42 at gmail.com>wrote:
>
>> 2012/4/6 Przemyslaw Golab <gbirdboy at gmail.com>:
>> > Yes but the problem is the creations of keyslot, creating new keyslot for
>> > operator that doesn't have one is not easy and fast.
>> >
>> > You have to > find it (learn that it doesn't exists) > create one (learn
>> > how) > and edit it. Not just, find it > edit it how you like.
>>
>>
> My workflow usually dictates what has a keymap and what not. If I find that
> I use a tool a lot and I still need to navigate menus or toolbars to access
> it, then I simply and a key to it (most of the time removing something that
> I don't use at all). This is true in every software I have used.
> But this is up to the user I guess.
>
> @Nathan: totally agree. My comment was referred to having a key for every
> tool Oo. Can't wait to see what the result is going to be :D
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