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

Hadrien Brissaud hadriscus at gmail.com
Thu Jul 30 19:20:31 CEST 2015


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
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