When you are editing an object with multiple materials in Shader Editor, if you swap between the object’s materials, you actually reasing a material to the slot you are editing.
I know it’s easy to come up with an easy workaround like selecting back the original’s slot material, but then you have to remember which one was the original and if you have a lot of them it’s a bit messy. Otherwise you must go to the properties panel / materials and select the material every time.
I would keep this feature as is but also add the option to just edit the material without reasigning them.
As a user I would expect that rather than loading and saving, for files like the PSD there should only be a way to import them, meaning once imported, if somehow edited they would have to be saved as a new file.
Speaking of the transport controls, I miss having single frame advance buttons in the transport. Yeah, I can use left and right arrow keys, but sometimes you’re in mouse mode and just want to go a few frames either way without trying to drag the play head to exactly the right spot.
If it were me, I’d add something like <1 and 1> buttons between the Play and Next Keyframe controls. I don’t think horizontal space is too scarce there.
A very common convention from other 3d packages would be to move the current frame number field which is way over there on the right (and has < > buttons that you can use for next/prev frame, it’s just not intuitive the way the rest of the transport controls are) and put it between the play buttons (without its own < > buttons) so that the current frame number that the transport controls are affecting is right there.
at the moment as it is, it creates confusion …
if we are in vertex select and click on the edge slide tool, it does not work, and vice versa for edge select and vertex slide does not work
it makes no sense that it is split into two tools.
if we are in edge mode, it should work for the edges …
if we are in vertex mode, it should work for the vertices …
that’s all.
That would probably be easy to do but not so elegant. You don’t always have the sidebar open - I think it should be right there in the header next to the ID selector.
I have always pressed esc to cancel the function …
it’s also true that if you cut out a fairly complex shape, it’s a nice headache to reset everything for a wrong vertex …
This makes sense to me. @jendrzych What do you say? The keyframe doesn’t have to have a color obviously, but this would clarify the fact that it jumps to the next key.
Just put an alpha transparent ‘outline’ in middle of the arrow and the key and it’ll be a real winner, IMO. Currently they melt together into a single shape.
Right Clicking and Joining Mesh is very easy, but once joined it is a lot more tricky to separate them again.Can we add separate too right click please.