[Bf-funboard] New Keymap ideas

Knapp magick.crow at gmail.com
Tue Apr 10 22:10:49 CEST 2012


I all ready posted a similar but not anywhere as good email, so +1 here!

On Tue, Apr 10, 2012 at 3:36 PM, Sean Olson <seanolson at gmail.com> wrote:

> Big +1 on Double Key Presses - I would like to add to this:
>
> numpad 3 - frontview
> numpad 3, numpad 3 - backview
> numpad 1 - left sideview
> numpad 1, numpad 1 - right sideview
> numpad 7 - topview
> numpad 7, numbad 7 - bottom view
>
> I'd like to introduce another way to jump between orthographic views that
> works with left hand not leaving asdf location, but that is still in the
> works.
>
> +1 Tool Constraints - Seems like a really good idea, added functionality
> without changing the current system of constraints.
>
> On radial menus - I've been waiting for radial menus for years now.  Not
> sure what the dev priority is on getting them out the door is though -
> pretty sure it's currently a pretty low priority.  Perhaps if the UI team
> makes it a priority and puhes for them, then a core dev could pump out the
> functionality so we could actually make the menus, but I don't know if we
> should sink a lot of time and thought into this until that happens and we
> know exactly how it is going to work.
>
> -Sean
>
> On Tue, Apr 10, 2012 at 6:15 AM, Matjaz Lamut <matjaz.lamut at gmail.com
> >wrote:
>
> > Hello,
> >
> > I read on the mailing list about the initiative to re-think Blender's
> > keymap and like every blenderhead out there, I have ideas to share.
> Instead
> > of directly emailing Nathan, I thought I'd join the general discussion,
> but
> > outside the commotion of Blenderartists forum. So here it is. The obvious
> > problem to solve is the current state of the keymap, finger-breaking
> > acrobatics, interfering with fluid workflow, inconsistencies and more.
> I've
> > been thinking of three things to help solve this.
> >
> > ---- Double key. ----
> > You press a key once to start a tool, and press it again to start a very
> > similar tool. This is already present in Blender.
> >
> > R - rotate
> > R, R - rotate trackball
> >
> > If you remember 2.49 had something similar for border and circle select.
> >
> > B - border select
> > B, B - circle select
> >
> > Let's see what happens when we use this approach some more, e.g.
> >
> > E - extrude
> > E, E - extrude individual faces
> >
> > I - inset
> > I, I - inset individual faces
> >
> > S - scale
> > S, S - shrink/fatten (similar behaviour as scale)
> >
> > It's also very similar to what the user does when selecting, deselecting
> > things. Pressing A once and A, A twice. It's not identical
> > functionality-wise, but on the keyboard, the finger does the same thing,
> > presses a key twice to toggle the tool. I believe the double key approach
> > works rather well, it's fast, it doesn't involve finger acrobatics,
> groups
> > tools together and it's a general rule many tools can follow. This then
> > means a more consistent behaviour inside Blender. Also, I'd limit tool
> > toggling to 2 pressed max as I favour simplicity
> >
> >
> > --- Tool constraints ---
> > Tool constraints, when you press additional keys to limit and guide the
> > effect of the active tool. It's something already present in blender,
> > across multiple tools. Here are a few sequences.
> >
> > G - grab,
> > X - constrain to x axis,
> > 1, 2 - 12 units
> >
> > Ctrl + M - mirror
> > X - across the X axis
> >
> > But, we could expand this behaviour
> >
> > G - grab
> > N - constrain to selection's normal
> >
> > G - grab
> > E - constrain to edges (edge/loop slide tool)
> >
> > G - grab
> > V - constrain to vertices (vertex slide)
> >
> > E - extrude
> > N - constrain to normal
> >
> > Constraint keys are in my opinion one of the greatest strengths Blender
> has
> > as they allow for a very fluid workflow, easy access of options while
> > keeping the tools robust. In addition it's another behaviour already
> > present in Blender and is something the users are already familiar with.
> >
> >
> > --- Radial menus ---
> > A menu with maximum of 8 entries you evoke to pick an option. Reading
> about
> > the confusion when switching modes, TAB, ctrl+TAB, V, "pose mode or edit
> > mode?" and some modes not even having shortcuts I believe it's best to
> put
> > such things in menus. The upside is the entries are all nicely sorted,
> > there's less confusion when switching modes. The downside is, regular
> menus
> > are usually slower than direct shortcuts. To get rid of the slowness I
> > propose radial menus & sticky keys combo.
> >
> > Normally:
> > You press TAB (or Space) to evoke a radial menu, you hover your cursor
> over
> > an entry, mouse click to select.
> >
> > Even faster would be:
> > Hold TAB key, hover mouse over an entry, release TAB key. Mode switched.
> >
> > This way it would be possible to pack all sorts of operators into radial
> > menus, operators that are currently taking up valuable shortcuts. Radial
> > menus would fit nicely with swithing modes, viewport shading, pivot
> point,
> > proportional editing falloff and probably some other. Currently there are
> > no radial menus in Blender, but there are too many benefits they bring
> when
> > organizing the commands, to ignore them.
> >
> >
> > Aaaaand this is it. Would love to hear your opinion.
> >
> > Regards,
> > Matjaž Lamut
> > _______________________________________________
> > Bf-funboard mailing list
> > Bf-funboard at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >
>
>
>
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