[Bf-funboard] New Keymap comment

proxe proxe.err0r at gmail.com
Tue May 29 15:17:15 CEST 2012


I've been testing the Switch mode call menu for a bit over a weak in a
custom key map, I think over all its a keeper, with only a small impact in
speed particularly when editing armatures, but it is negligible once you
become used to the menu, I did end up mapping it to Tab.

Is there a way that the menu could be written so that it would not
highlight that last item used? Instead it would highlight the item that Tab
used to take you to, i.e. if your in object mode the mode switch call menu
would highlight edit mode when called? Or perhaps it should 'simply' not
show object mode as an option.

I have also been testing the edit selection modes and they are, at least
for me, a hands down keeper. pressing 1-3 for select modes, does take a bit
of time to get used to but it is certainly much faster.

The pivot mode call menu that I wrote, although useful, is definitely not
something of high importance judging by the frequency that I used it over
the last week. I'm not sure if it should be included or not. I still find
myself using the older hot-keys so perhaps I'm not the right person to test
it. It could be useful to those that don't have the pivot mode hot keys
ingrained into there muscle memory. I'll just remove the period and comma
key from my keyboard, it's not like I use them for anything else.

I still think a call menu for shader modes wouldn't be to bad of an idea,
could potentially be mapped to alt-Z so that Z retains its sold/wire frame
toggle.

As far as the box selection/tweak selection thing goes I really don't know
what a reasonable solution could be, I don't think that a call menu is the
answer, they should be fast access and of high importance. I don't think
that a toggle system is the way to go, in that they should all have a key
binding. Everyone has a selection method that they prefer and there is a
time and place for all of these selection methods, I often use lasso &
circle & box & tweak while modeling, I don't prefer one over the other, I
just choose the one that can select what I need the fastest.

It may be possible to map box select & tweak to LMB since tweak is only
activated when it is particularly near something.

On Tue, May 29, 2012 at 2:00 AM, <bf-funboard-request at blender.org> wrote:

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>   1. Re: New Keymap comment (Steven Schoorens)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 29 May 2012 11:59:23 +0200
> From: Steven Schoorens <bollebib at hotmail.com>
> Subject: Re: [Bf-funboard] New Keymap comment
> To: <bf-funboard at blender.org>
> Message-ID: <DUB116-W3031101F72B29C028717CCE050 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-2"
>
>
> you do this stuff *far* too often for any kind of modality or
> > menus to get in the way.
>
>
> if you are referring to my proposal for a button or pop up menu
> I DO think it can be quicker
> Right now the selection modes are scattered over the place
>
> If you want lasso ->Ctrl+RMB
> if you want Box ->b
> Circle->c
> Tweak select->normal
>
>
>
> if you put the quick selection of one of these selection types on the
> RMB,you can change your selection type on the fly,very quickly,
> with no need to reach for your keyboard so you can leave your left hand
> open for other operations.
>
> Just don't make the selection tools modal,so they don't revert to the
> default one, each time you use it.
>
> Want to keep box select,always? keep it
> Always Circle select? possible!
> Lasso is your friend? great!
> want to change quickly between them all? you can!
>
> I think centralizing the tools is needed to work quicker, whether in this
> way or any other way.
> this together with a good "add" and "remove to selection"- functionality ,
> would make the blender keymap more robust.
>
>
>
>
> > From: bassam at urchn.org
> > To: bf-funboard at blender.org
> > Date: Sun, 27 May 2012 15:48:50 -0400
> > Subject: Re: [Bf-funboard] New Keymap comment
> >
> > It depends on the goals of the new keymap; is it intended for
> > efficiency? is it meant for blender users? or is it intended for users
> > of software X (where X= Maya) to be most comfortable?
> >
> > Of course, compromise is always possible, because if there were a real
> > 'theory' of keymaps, you could just algorithmically generate the optimal
> > one.
> >
> > If it is to be the default blender keymap I would vote towards keeping
> > some of the 'blenderyness' where it is efficient and nice.
> >
> >  I don't think a menu popup or modal behavior is really the answer here
> > though. both selection and transformation need to be fast, a 'keymap
> > unit' away (whether it's a tweak or a hotkey, or a modified mouse
> > action) you do this stuff *far* too often for any kind of modality or
> > menus to get in the way.
> >
> > last comment: you *can't* make all users happy. The left tweak for box
> > select makes me unhappy, but not having it there will make some others
> > unhappy. Having multiple keymaps is the only way to keep this
> > compatible.
> >
> > cheers
> > Bassam
> >
> > On Sun, 2012-05-27 at 18:15 +0200, Pawe? ?yczkowski wrote:
> > > +1 for Bol Bib's proposal. I was thinking that tweaking with LMB was
> > > useless and awkward due to the fact that you have to click again to
> > > confirm, but then I found that you can disable the confirmation click
> in
> > > the preferences, and thought this kind of tweaking can be really
> useful.
> > > Especially when combined with all the selection modes turned on.
> > >
> > > 2012/5/27 Bol Bib <bollebib at hotmail.com>
> > >
> > > >
> > > > that is also whay I said,but perhaps my mail was too long too
> > > > understand,again...
> > > >
> > > > T
> > > > > LMB drag = border select
> > > > ->does this mean you wouldn't be able to drag+tweak immediatly?
> > > >  when working on vertices or just in edit mode,this is something very
> > > > valuable.
> > > > I understand the usefulness of G shortcut,but click-drag tweaks are
> just
> > > > so much more quicker. So I would like this one.
> > > >
> > > >
> > > >
> > > > So now a shorter proposal
> > > >
> > > >
> > > >
> > > >
> > > > So my idea was that Click+drag should be tweak select by default BUT
> that
> > > > you have a button on the menu bar that indicates  which mode you are
> in
> > > >
> > > > 1)Tweak select
> > > > 2)box select
> > > > 3)circle select (NON MODAL!)
> > > > 4)lasso select
> > > > 5)3D cursor placement? (3D cursor is not used THAT much)
> > > >
> > > > this way you remove all difficult constructions that come with
> ,which one
> > > > people prefer over the other.
> > > >
> > > > If you do 5) as wel you can open up RMB to use for context menus
> > > >
> > > > OR RMB could bring up a dialog where you choose between
> > > > tweak,circle,box,lasso select (and 3D cursor)
> > > >
> > > >
> > > >
> > > > I think it's the only way to keep all people happy
> > > >
> > > >
> > > >
> > > >
> > > > > From: bassam at urchn.org
> > > > > To: bf-funboard at blender.org
> > > > > Date: Sat, 26 May 2012 17:09:50 -0400
> > > > > Subject: [Bf-funboard] New Keymap comment
> > > > >
> > > > > Hi all,
> > > > > this is by no means a flame, but I feel the new keymap loses
> something
> > > > > really really useful, not sure if there's a solution for it at
> this late
> > > > > time in the game.
> > > > >
> > > > > namely, the best way to modelessly tweak-translate in any 3D
> application
> > > > > that I have ever used (max, maya, animation:master, blender): the
> > > > > tweak-translate.
> > > > >
> > > > > now it is replaced with box selection... this is more in line with
> the
> > > > > rest of the world, but it is a terrible missed opportunity, and
> kills my
> > > > > modeling workflow.
> > > > >
> > > > > It's not a flame because, of course, the keymaps are selectable.
> but I
> > > > > translate single selections far more than I box select! I don't
> know if
> > > > > this is the norm or not, but.. oh well.
> > > > >
> > > > > My sadness is that I genuinely wanted to try this 'tuned' keymap.
> but it
> > > > > is not for me.
> > > > >
> > > > >
> > > > >
> > > > >
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