I noted the active tools are also in the keymap editor. They are all named “3D View Tools”. (and 2D View Tools, maybe)
The problem is, when I search “Tools”, none of them show up.
And yet another paper cut.
I was on my crusade to disable all active tool in the keymap editor… and I found out that all the active tools in the UV Editor/2D View are no where to be found in the keymap editors.
I’m not sure if the devs are working on a new Keymap editor, if you are, Keep it up. If not, please give it some love.
This one’s about the matcap picker in the shading menu. Once you click a matcap, the picker disappears. And then you have to open it again if you don’t like the matcap, and pick again, and open again, and go back and forth like that until you find one you like.
The picker should just stay open until you move away your mouse.
Afaik it has always been like that (can’t switch to porportional while transforming), which is a pity.
As well as proportional editing, other features like pivot point selection could be ported inside the transform operation by assigning them to a key-modifier. See here for a proposal.
When we have multiple vertice on the same spot it would be nice to have a way to select everything through without having to go in a completly transparent Scene or mabe to have only theactive mesh as transparent for selecting through.
i find myself using automerge alot on & off…would love to assign it to a hotkey instead of clicking a check box…i know it’s not really a paper cut, but maybe there is away that i am not aware of.
You could put it in quick favourites if that is sufficient.
But you can make it a hotkey, by using the toggle snapping and proportional editing hotkeys as a guide, and grabbing the python data path from the checkbox you want the hotkey for, this isn’t too difficult.
In the hotkey editor, go into 3D View -> Mesh -> Mesh (Global). Scroll down to the bottom of that section and click “Add New”, and fill it in like so:
Replace the shift K key with whatever you want, I just used shift K because it didn’t do anything disruptive for testing.
There was a thread started almost a year ago. A lot of people were very interested in this… sadly, the developer has gone silent since then. Check out the thread
I wonder if we could make “Lock Camera to View” (which is really “Lock Camera to Camera View”) the default? This makes positioning the camera very intuitive for new users and I think it’s the default behavior one would expect when switching to Camera View.
Without it, new users often get frustrated trying to figure out how to get the camera framed up the way that they want. Having to bring up N properties and find this obscure option before the camera actually moves when you navigate in the Camera View seems just a bit too much.
Does it really? All the viewport related camera settings are in the N panel already. While it’s true that that option is about the actual Camera object, it’s still somewhat viewport related, since you’re controlling the camera with the viewport, essentially.
Everything related to the viewport camera manipulation should be in the view menu like in any other 3d software.
This splitting of settings is what makes blender be a tough app to learn. Long time blender users may think this is ok, but it’s not. And not only that, there are settings in the preferences that should be in the view menu also.
I’ve been meaning to suggest this for a while now, but it deserves its own thread.
Also because I think that both bevel weights and crease weights should have a similar color coding!
(The way 2.8 still draws a black center line, with cyan “glow” on both sides of the line is very harsh on the eyes.)
UPDATE: Holy shit! Papercut was already fixed in the latest beta… amazing! I still think the black line in the center gets a little bit in the way of readability, though…
EDIT: With this, I’m also hoping that there’s a key I haven’t found to goggle overlays on and off. When I search the Keymap for “overlay” it comes up empty.
I wanted to say that Multi Select Loops should be in a Select > Select Loops menu, but now I realized that Edge Loops command does the same thing? Is there a reason to even have Multi Select Loop?