Blender UI paper cuts

Holy shit!

So I can drag the toolbar out sideways to get text descriptions, but I can’t drag the toolbar out vertically to expand it to see ALL tools… :confounded:

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I use box select to select a number of objects in the outliner.

But no, that’s not good enough for the outliner.

I must also right click these items and choose “select”. :expressionless:

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nice possible solution…

I think the worst part is that many of those tool buttons have little arrows at the bottom-right, but nothing happens if you specifically click on them. They merely indicate that something might happen with a long press, which is about as unintuitive as it could be.

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Outliner and viewport selection being different things has a number of useful applications (being able to keep your selection while operating on another batch of objects from the outliner), but in some cases you’d probably want to have them sync up, I agree.

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Yes, the added flexibility of the decoupled selection between the viewport and outliner is very marginal compared to the clarity, simplicity, speed and usefulness of making them sync.

By default, we should make the Outliner and viewport share the the selection state.

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Hmmm, I guess I agree. Right now though we can do both from the outliner - clicking the name does an outliner selection and clicking the icon does an object selection (which never really made sense to me by the way), so what would happen in “synced mode” ? Maybe we could get rid of that distinction (clicking name or icon) entirely.

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What is interesting observing about this adventure of “reordering of things” started from a very confused stage of functions that had accumulated over the years, functions that were randomly or not structured in favor of a coherent and logical efficiency that would make simple and more intuitive the use of blender, is that now, after the first layers of reordering, we see emerge a structure that recalls a reorder that begins to become exponential.
Neat things that call to rearrange other things, and the position of the compartments, work areas and how their tools should work at best, it becomes so obvious that the solutions emerge almost naturally … it was like seeing the resolution of a puzzle that eventually becomes easy to solve.
It is fascinating to see this process evolve during the course of these months of work of you devs.

I am convinced that this reordering of features will be the biggest of the winning cards of this version of blender.
And the confirmation of this, is that more and more professionals in the field and from the most varied origins, they begin to recognize the solidity of this work. And also because this level of reorganization had not been touched even with blender 2.5, and I remember that even then it had been done a similar long polishing job. Here there is not only blender, there is in some way the contribution of the whole history of Computer Graphics reached maturity, also through this forum and the contribution of the whole community with their advice and their perplexities when necessary. Here the history is being written.

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I miss the Mach Movie Length button of the Empty with video in the Image Texture node.

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Repeat last does too much, I just want to use the last tool on something again, I don’t want to do the exact same operation on it as well.

Hitting a single button, g for me, instead of whatever I had to do for the previous tool I used (toolbar click, go into a menu, open quick favorites, multikey shortcut, pie menu) is a huge deal.

Doing the same operation again is really powerful. One simple example is duplicating a whole pie from a 30 degree piece you have modelled. alt+d, r, 30, (axis), enter. shift+r, shift+r, shift+r, shift+r etc.

If you want tools quickly accessible, that’s what the favourites menu, or the hotkey for that tool, is for.

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This would suck in ‘selected’ view, fyi.

Hold on, where did selected view go? Found it

No kidding, but so is using the previous tool. Like I said, a single button dedicated to the previous tool is extremely good.

Other things do this for a reason. I can’t have a bunch of shortcuts for everything I want to do. Not as quick and ergonomic as “g”. Sometimes you want to repeat a lesser used tool a bunch of times. There’s no reason to remap your shortcuts for a single session like this.

Repeat history and last are two different things, one opens last tool and the other does like blenders repeat last.

I’ll try to summarize what @lcas is saying.

Let’s say in edit mode you use the Knife tool to cut something.
Then you preform other actions - select, extrude, move, scale.
Now if you hit a button (for the last tool) it will enable the Knife tool.
It searches only for tools in the history of operations(ignores move/rotate/scale, select).

It’s something that might not make sense for a typical Blender user, but I find it very useful. In Maya you have different keys for repeat last operation and repeat last tool.

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On my system, also noticed that the a video as texture do not refresh, (enabling auto refresh and setting manually more frames) you can confirm this?
instead by drag and drop a video on the 3d view, it work

You’re right nokipaike, yesterday I was trying to play videos in the classroom, and there was no way. When I got home, it worked for me, and today when I returned to class I found that it only worked for me when I dragged the time with the cusor.
To work in Empty Image, I have to add a single key in the Offset depending on the case.

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Video textures not updating was a bug that was fixed and available in yesterday’s build I believe, so if you haven’t updated in the last day or so then see if that fixes it for you or whether this is a new issue.

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Yes, the context sensitive menus are a mess.
Remove Doubles should always be available regardless of which mesh selection mode you’re in. Introducing an extra step to switch to vertex mode to remove doubles is not conducive to efficient work flow.
And who’s idea was it to change what the shortcuts do when in the different selection modes?

Example:

Face Select - “D” is for Dissolve Faces
Edge Select - “D” is for Dissolve Edges
Vertex Select - “D” is for Remove Doubles and “T” is for Dissolve Vertices

How does that make any sense? Where is the consistency?

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thanks, i have verified, now it works!

edit:

it’s nice that it works …
but I noticed that with a simple cube with a video as texture if I send the scene into play my CPU gets to consume 60-70% of the resources and I can not get a smooth playback … it seems that the video is decoded using cpu …
now I’m ignorant, but I remember that on the old blender in glsl mode I could even play 3-4 videos and used the video acceleration of the gpu, I remember that on linux there was a function to be enabled on old radeons, "video as texture on ".
By this I mean that perhaps the devs must find a way to exploit the video decoding of the GPUs as textures

The Apply menu has an odd set of choices, we have these:

Location
Rotation
Scale
Rotation & Scale

But we don’t have an option for Location Rotation and Scale all at once, or other combinations.
I am aware that the operator panel will let you choose even more options, but the number of options that are on this list is very strange and incomplete.

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