[Bf-funboard] Local View Coordinates = Local Coordinates of active object

Adam Preisler adam at preisler.me
Sun Aug 2 22:21:50 CEST 2015


Hello again Blenderheads!

Hadrien is right. This feature is already in the making.

For those interested, here is a link to a 3 months old TASK:
https://developer.blender.org/T43964

If you like it and have a bit of time, you might want to subscribe or award
a token to it (or both).

Thanks for reading,

Adam

On 2 August 2015 at 01:32, gandalf3 <zzyxpaw at gmail.com> wrote:

> Just curious.. What would a user-coordinate-system feature do?
> Compared to what the existing custom-transform-orientation feature does
> (Ctrl Alt Space)?
>
> On 07/31/2015 07:39 PM, Campbell Barton wrote:
> > User-coordinate-system would be nice to have.
> >
> > But this feature would be good to have outside of Local-View too.
> >
> > If we have UCS I can imagine it might be nice to have the option to
> > set a temp UCS when entering... but dont think it should be enforced,
> > Since you may enter Local-View with multiple objects and don't
> > necessarily want to use a single one for the UCS.
> >
> > On Fri, Jul 31, 2015 at 3:20 AM, Hadrien Brissaud <hadriscus at gmail.com>
> wrote:
> >> Why not leave solo mode alone, it is quite handy - however what you
> suggest
> >> sounds like a recent project "user coordinate system" or something akin
> to
> >> it., I can't remember who was working on it but there was a proposal on
> BA.
> >>
> >> On 30 July 2015 at 18:52, Jason van Gumster <fweeb at monsterjavaguns.com>
> >> wrote:
> >>
> >>> Adam Preisler <adam at preisler.me> wrote:
> >>>
> >>>> Hi Blenderheads,
> >>>>
> >>>> Right now Local View seems to only hide all other objects (and center
> on
> >>>> selected one) and that functionality already comes with hiding (H,
> Alt+H
> >>>> and Shift+H) and then, if need be, pressing the dot on NUMPAD to
> focus 3D
> >>>> view on selected.
> >>>>
> >>>> The way I think it should be is that if you add a cube in Global View,
> >>> then
> >>>> you rotate it around Z axis by 45 degrees and now you press / to go to
> >>>> Local View, the cube seemingly rotates back, because the global
> >>> coordinate
> >>>> system is changed into the local coordinate system of that Cube.
> >>>>
> >>>> This can help in a TON of cases when you are editing one larger object
> >>> and
> >>>> you want to be able to use camera views and not press X, Y or Z two
> times
> >>>> on each occasion and you could even have View Transform Orientation
> >>> active
> >>>> which is oftentimes very useful. If more objects are selected, the
> active
> >>>> one's local coordinates are used for the Local View.
> >>> While I understand the desire to reduce key presses, I'm not a huge
> fan of
> >>> this
> >>> idea as it requires me to remember a *different* set of hotkeys based
> on
> >>> whether or not I'm in Local View. Muscle memory for the double-tap of
> X,
> >>> Y, or
> >>> Z is already pretty ingrained from working in the rest of Blender. I
> think
> >>> it
> >>> would be frustrating (for me, at least) for things to work differently
> in
> >>> just
> >>> this circumstance.
> >>>
> >>>    -Jason
> >>> _______________________________________________
> >>> Bf-funboard mailing list
> >>> Bf-funboard at blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-funboard
> >>>
> >> _______________________________________________
> >> Bf-funboard mailing list
> >> Bf-funboard at blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-funboard
> >
> >
>
>
> --
> -gandalf3
>
> _______________________________________________
> Bf-funboard mailing list
> Bf-funboard at blender.org
> http://lists.blender.org/mailman/listinfo/bf-funboard
>


More information about the Bf-funboard mailing list