[Bf-funboard] Different Interaction Modes in different screen layouts
Campbell Barton
ideasman42 at gmail.com
Wed Jan 7 07:33:09 CET 2015
Hi, just a quick note that we'll most likely be looking into something
along these lines...
While in `Object Mode` you may
- animate
- use grease pencil
- edit object physics
- setup lighting
While in editmode you may
- retopo
- model
- edit UV's
----
Having all workflows share a keymap is limiting us and causes too many
conflicts,
No announcements right this moment, but I've discussed with Ton and
we'd like to investigate some ways to have different workflows better
supported (where Addons can define own workflows/keymaps/tools... etc
too.)
Also as pointed out, sharing the same draw-type between each *mode* is
a bit strange - especially for texture-paint/sculpt/editing.
Just replying to say the topic's on our radar & we'll most likely work
on it this year.
On Wed, Oct 1, 2014 at 6:48 AM, Bol Bib <bollebib at hotmail.com> wrote:
> I kinda agree.
>
> To me this is in a similar situation as shade modes.
>
> For example In object mode I would like solid. In texture I would like textured shade. In weight paint I would like wired.
>
>
> I feel this is a matter of linking a certain value to a certain mode and remembering this state. And yours must be similar as well...no?
>
>> From: karl.kuehberger at gmail.com
>> Date: Mon, 29 Sep 2014 09:46:55 +0200
>> To: bf-funboard at blender.org
>> Subject: [Bf-funboard] Different Interaction Modes in different screen layouts
>>
>> Hi!
>>
>> I use a lot the different screen layouts in Blender and have created some individual ones.
>> I noticed that the interaction mode stays the same in all screens. It would be quite useful
>> to have an appropriate mode in every screen. For example, I have a screen for Texture Paint
>> and I want it to use only in Texture Paint mode. But because I have saved Object Mode as
>> default in the startup file, it always switches to it regardless which screen I am using.
>>
>> Kind regards,
>> Karl
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--
- Campbell
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