[Bf-funboard] Bf-funboard Digest, Vol 84, Issue 9

proxe proxe.err0r at gmail.com
Sat Nov 24 05:09:08 CET 2012


whoops, ignore this messege resending


On Fri, Nov 23, 2012 at 7:06 PM, proxe <proxe.err0r at gmail.com> wrote:

> >I like this,it makes sense.
> >Though I would add: make it possible to press any combination of SDF at
> the same time: if you press S and D ->S and D become active
> >Press D and F ->D and F become active.
>
> This should not be that difficult to implement, but it should mimick the
> mesh selection mode and therefore have a standard feel to it while it is
> pressed only the single mode is activated, while holding shift the mode is
> added to previous.
>
>
> On Fri, Nov 23, 2012 at 2:00 AM, <bf-funboard-request at blender.org> wrote:
>
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>> Today's Topics:
>>
>>    1. Re: FW: Blender new keymap progress (Knapp)
>>    2. New Keymap (proxe)
>>    3. Re: FW: Blender new keymap progress (Bol Bib)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Thu, 22 Nov 2012 15:14:08 +0100
>> From: Knapp <magick.crow at gmail.com>
>> Subject: Re: [Bf-funboard] FW: Blender new keymap progress
>> To: bf-funboard at blender.org
>> Message-ID:
>>         <
>> CAOdBB_6gMLirGtjG4qD5V3LfyPxNN1YtXVfPRkbbp0eka7cHpw at mail.gmail.com>
>> Content-Type: text/plain; charset=UTF-8
>>
>> On Thu, Nov 22, 2012 at 11:43 AM, Reiner <reiner.prokein at t-online.de>
>> wrote:
>> > Don`t want to play the party pooper, but wouldn`t it make more sense to
>> > fix the current hotkey manager first before introducing a new keymap
>> > that scares the users away then because they cannot fix it? The current
>> > hotkey manager is a pain. You cannot see when a hotkey is already in use
>> > for another tool. Which simply blocks the hotkey then for both assigned
>> > actions. And the search function fails at nearly every search. So before
>> > doing anything at the keymap, this would be the place to work at, imho.
>> > The hotkey manager.
>>
>> We are lucky. We have more than one dev, each doing his own thing.
>> With luck we have more than one doing both things.
>> :-)
>>
>>
>> --
>> Douglas E Knapp
>>
>> Creative Commons Film Group, Helping people make open source movies
>> with open source software!
>> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
>>
>> Massage in Gelsenkirchen-Buer:
>> http://douglas.bespin.org/tcm/ztab1.htm
>> Please link to me and trade links with me!
>>
>> Open Source Sci-Fi mmoRPG Game project.
>> http://sf-journey-creations.wikispot.org/Front_Page
>> http://code.google.com/p/perspectiveproject/
>>
>>
>> ------------------------------
>>
>> Message: 2
>> Date: Thu, 22 Nov 2012 07:10:57 -0900
>> From: proxe <proxe.err0r at gmail.com>
>> Subject: [Bf-funboard] New Keymap
>> To: bf-funboard at blender.org
>> Message-ID:
>>         <
>> CAKD0Mg-hvYtpVWOyuH+6UwDBZ+ug5rFhdzV7Zi2k1JDuAUMKLw at mail.gmail.com>
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> had an idea about the 3D manipulator, S D and F could be used for the 3D
>> manipulator while its active, otherwise they are used for your standard
>> transforms, maybe its worth a try.
>>
>> def FindKeyMapItems(km, idname):
>>     items = []
>>     for kmi in km.keymap_items:
>>         if kmi.idname == idname:
>>             items.append(kmi)
>>     return items
>>
>> #Switch translate controls over to Manipulator.
>>         if context.space_data.show_manipulator:
>>             km = wm.keyconfigs.user.keymaps['3D View']
>>             for kmi in FindKeyMapItems(km, 'view3d.set_manipulator'):
>>                 kmi.active = 1
>>             kmi = km.keymap_items['transform.translate'] # Make sure Tweak
>> Move is not First!
>>             kmi.active = 0
>>             kmi = km.keymap_items['transform.rotate']
>>             kmi.active = 0
>>             kmi = km.keymap_items['transform.scale']
>>             kmi.active = 0
>>         #Switch it back.
>>         else:
>>             for kmi in FindKeyMapItems(km, 'view3d.set_manipulator'):
>>                 kmi.active = 0
>>             km = wm.keyconfigs.user.keymaps['3D View']
>>             kmi = km.keymap_items['transform.translate']
>>             kmi.active = 1
>>             kmi = km.keymap_items['transform.rotate']
>>             kmi.active = 1
>>             kmi = km.keymap_items['transform.scale']
>>             kmi.active = 1
>>             return {'FINISHED'}
>> bpy.utils.register_class(SetManipulator)
>>
>> theres some code for ya if you wanna try it real fast, i can see how it
>> could be an issue though, expecially when animating, i like to use both
>> the
>> keys and widget.
>>
>>
>> ------------------------------
>>
>> Message: 3
>> Date: Thu, 22 Nov 2012 19:27:30 +0100
>> From: Bol Bib <bollebib at hotmail.com>
>> Subject: Re: [Bf-funboard] FW: Blender new keymap progress
>> To: "bf-funboard at blender.org" <bf-funboard at blender.org>
>> Message-ID: <DUB002-W1154AF38E630C2F44B2E59CCE5B0 at phx.gbl>
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>>
>>
>>
>> > I must be misunderstanding something.  Isn't RMB-drag already the
>> > tweak tool in the current Blender keymap?  So if it works for you now
>> > in the current keymap, why not in the new keymap?
>>
>> uhm...I have LMB keyboard scheme active. I have only ever known it on LMB.
>>
>>
>> I wonder though:
>> Since tweak drag only works on single polygons or vertices.
>>
>> maybe you could make
>>
>> LMB+drag = tweak select
>> Shift+LMB+drag = box select
>> CTRL+LMB+drag = box deselect
>>
>> since shift is adding to selection shift+dragging would create the box
>> select.
>>
>> Since you can't ever add other points to tweak drag,there's nothing you
>> can do with it with modifier keys.
>>
>> What do you think of this?
>>
>>
>>
>> > I may indeed change the key/mouse combo for placing the 3d cursor, but
>> > that's not necessary.  RMB-drag doesn't trigger RMB-click, so tweaking
>> > would not move the 3d cursor.
>>
>> Strange ,here it does.
>> or do you mean in your new keymap?
>>
>> As for the cursor though ,I believe it can be on a button (C? )...
>> far too many times I accidentally press the RMB,needing to reset my
>> cursor.
>>
>> ...can we have a cursor placement undo? XD
>>
>>
>> seriously though this would free up the RMB for other possibilities. (pie
>> menus? Context sensitive actions? list of quicktools depending on what you
>> click? bones,mesh,lights...etc...?)
>>
>> >My apologies if I have been presumptuous.  But on this point
>> >particularly I was speaking from experience doing very
>> >mode-switching-heavy tasks in Blender.  Believe me, I think mode
>> >switching needs to be efficient.
>>
>>
>> Ofc. That's what I want as well. And as for discoverability maybe you can
>> put a number in the called menu,right next to the entries, to make clear to
>> people that they can press a number?
>>
>>
>>
>>  > The trick is that if we do that for a frequently used function such as
>> > changing viewport shading, the key should probably be near the thumb.
>> > So perhaps V would indeed be a good choice for that.  We'll need to
>> > experiment.
>>
>> Glad you like. Here's hoping on a new version of the keymap in the near
>> future.
>>
>>
>> Pivot point changing could benefit from this as well...perhaps?
>> what will happen with proportional editing in your keymap?
>> This one could be used as well with numbers. Activating or deactvating
>> proportinal editing needs to be quick (imo)
>>
>>
>> (tool and properties shortcut)
>> >I was considering [ and ].  Or maybe ; and '.  And really, any two
>> > symbol keys next to each other.  Then they can be used for side panels
>> > throughout all of the editors.  (N doesn't make sense in the first
>> > place, and T only makes sense in some of the editors.)
>>
>> yeah something like that sounds fine
>>
>> [ and ] even look a bit like a shelf ^^
>> though the 2 buttons next to the right shift are possible as well (: and
>> = )
>>
>>
>> (from proxe)
>> had an idea about the 3D manipulator, S D and F could be used for the 3D
>> manipulator while its active, otherwise they are used for your standard
>> transforms, maybe its worth a try.
>>
>>  I like this,it makes sense.
>> Though I would add: make it possible to press any combination of SDF at
>> the same time: if you press S and D ->S and D become active
>> Press D and F ->D and F become active
>> etc...
>>
>>
>>
>>
>>
>>
>> ------------------------------
>>
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>>
>> End of Bf-funboard Digest, Vol 84, Issue 9
>> ******************************************
>>
>
>


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