[Bf-funboard] Blender new keymap progress

Bol Bib bollebib at hotmail.com
Mon Nov 19 04:15:51 CET 2012


quickly tested it and there are some things and I like ,but also some thing I find very disturbing.

1,2,3 for vertex etc is great
homerow  for operations is akward but it will get better I think.




where is tweak+drag? 
Just selecting and dragging points without needing to to press a shortcut to grab is a must. I use it 85% of the time,really.

where is circle select? 
I don't use it often,but not having it at all...? i dunno...


I did at one time make a suggestion

Put a mode button in the 3Dview  header where one can select the active select mode.
if you want 
box select
circle select
tweak select
or any other as your default drag function then you select the one you need

If you click shift+RMB (or alt +LMB or something like that) button you could get a quick select menu for those modes. So you wouldn't need to go to header.


Is this at all not possible in some way? I feel awefully limited in my choices of selection right now. 






pressing space to change edit modes is fine but now  leaving and entering edit mode is a tad bit slower
could it be done that If you double tap space it just enters edit mode from object and vice versa? 
Maybe triple tap could be pose mode? 

and/Or make it possible to use shift+space and CTRL+space (or any combination of those) for pose and weight mode (for example) . I used ctrl+tab A LOT. If you extend it with shift as well you can have 4 different shortcuts for modes. this is preferable to always needing to select in a menu.






alt+z to change between shade modes is awkard as well. I NEVER use wireframe mode. By eliminating alt Z it's again that much more akward to get what I want. Wireframe,Solid and texture should be readily accessible at any time.

So I'd propose to move the shade modes to 'v' (now that rip is on 'r')
 v toggles between solid and wireframe , Alt+v (or shift+v) still does Texture and CTRL+V provides a menu. This way you don't force a way on the user who uses texture a lot. Maybe you can provide one of the modifier keys for another shader as well. (bounding box? rendered?)

And I also should't get 'rendered' in the menu if cycles isn't active. Makes no sense.


be careful of putting Q as specials menu. It was assigned to an 
addon from me,some people who have this addon as well might not get 
where the specials menu has gone to. I don't mind it being on Q,though. 
Just a warning.






So these are my initial thoughts.
I shan't use it for the time being as the loss of tweak+drag is far too great.


thank you for reading


> Date: Sun, 18 Nov 2012 23:47:49 +0100
> From: pawellyczkowski at gmail.com
> To: bf-funboard at blender.org
> Subject: Re: [Bf-funboard] Blender new keymap progress
> 
> Great work! Here is my feedback. When I omit things it means they are 
> good IMO.
> 
> Viewport draw mode - I always switch from textured to wire and back to 
> textured, or from solid to wire and back to solid, so the best for me 
> would be if the wire mode would be a toggle.
> 
> Mode switch - Nice! Would be even if there was an option of holding down 
> space bar - if the user held down space bar, releasing the space bar 
> would choose the mode currently selected. This could be implemented in 
> other menus as well I suppose.
> 
> Selection - If LMB dragging in empty space deselects all, I would also 
> recommend that LMB clicking in empty space would also deselect all.
> Adding/removing loop selection does not work. (Build 52333).
> 
> Vertex/edge/face menu - I especially like that one.
> 
> Translate/rotate/scale/create edge/face - hard to press c while holding 
> fingers on s d f, I would probably change it to a s d, and make 
> edge/face on f. What about a? -> With LMB click on empty space, and 
> ctrl-a to select everything, a for select/deselect all would be unnecessary.
> 
> "combines face/edge creation with the vertex connect tool" - That would 
> be awesome.
> 
> Merge menu - I use this one a lot, and alt-m is unusable. I currently 
> have it on alt-e, but anything around wsad is better than m.
> 
> Regards
> Paweł Łyczkowski
> plyczkowski.com
> 
> W dniu 18-11-2012 21:55, Nathan Vegdahl pisze:
> > Hey guys,
> > I've started work on the new blender keymap again (was really busy for a while).
> >
> > I recently made this commit (the log includes a listing of the hoykeys):
> > http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3980
> >
> > In short, mesh edit mode is now ready for testing by modelers, and I
> > encourage anyone experienced in modeling to give it a try and then
> > give some (constructive!) feedback.  In particular, if there are tools
> > that you use frequently that you think should be assigned to a primary
> > hotkey, or if (after giving yourself a chance to get used to things)
> > some of the choices feel awkward.  You will need a recent svn build of
> > Blender to test, of course, as I just now committed this.
> >
> > There are still some things that I would like to change, but which
> > will require diving into Blender's source code.  I'll get to them
> > eventually.  Specifically:
> > - I would like to make an operator that combines face/edge creation
> > with the vertex connect tool.  i.e. if 2 or more verts are selected,
> > and they're all part of the same face, use connect--otherwise use
> > face/edge creation.  Then we won't need separate hotkeys for the two
> > tools, and I think it will also help prevent certain common user
> > errors resulting in strange meshes.
> > - Currently edge-loop and edge-ring select don't have add or remove
> > selection modes, only replace and extend.  I'll need to add those to
> > make them consistent with the other selection tools.
> >
> > (And remember that space-bar is the mode-switch key now, not tab.)
> >
> > --Nathan
> > _______________________________________________
> > Bf-funboard mailing list
> > Bf-funboard at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >
> >
> 
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