[Bf-funboard] FW: Blender new keymap progress

Bol Bib bollebib at hotmail.com
Sat Jan 26 12:01:42 CET 2013


Any more news on the keymap?
I'm quite interested to see it's progress,if any.

Also I wonder if some of the latest suggestions I made ,make sense.


kind regards

> From: bollebib at hotmail.com
> To: bf-funboard at blender.org
> Date: Thu, 22 Nov 2012 19:27:30 +0100
> Subject: Re: [Bf-funboard] FW: Blender new keymap progress
> 
> 
> 
>  
> > 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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