Visibility/selectability restrictions popover for Collections in 3D View allow for fast hiding all items with exception for the one that’s name was clicked. Brilliant, but there’s no easy and similar way to unhide all, despite the key shortcut. Maybe a double click could e used to bring back previous visibility setup? Objects visibility restriction popover should work the same way.
LMB select remarks
The content below was moved to appropriate topic: Left click select keymap
The left-click-select keymap lose grab’n’drag ability. LMB click’n’drag triggers Box Select no matter where or what is clicked. It should go like that:
LMB click’n’drag within an object shilouette (Object mode) or a vertex/face/edge hotspot (Edit mode) = grab’n’drag
LMB click’n’drag outside an object shilouette (Object mode) or a vertex/face/edge hotspot (Edit mode) = Box Select
There is a bug reported last year, concerning the proportional editing connected not working properly in UV Editor, I don’t know how easy/hard it would be to fix it, but it might be part of a papercut.
As well as every object created for the first time could be named Cube.001, it is playing with my OCD haha
Edit : Well not every object should named Cube.001 of course, but more something like [NAME].001, instead of just having [NAME] and then start counting.
Make Remove Double Vertices operator available to all mesh selection mode context menus.
Removing doubles is a staple operator and a frequently used cleanup and optimization tool.
In pre 2.8 one could remove doubles from any selection mode, Vertex, Edge, or Face by accessing the W > Specials menu .
Currently in 2.8 we now have the new and improved W > Mesh Context Menu, but Remove Double Vertices is only available while in Vertex selection mode. While this makes sense from an organizational point of view, in day to day usage it is probably more of an annoyance, forcing you to needlessly switch modes for such a common task, when it works well regardless of selection mode.
I like the idea of streamlining this common workflow, but I disagree that the per-material refraction should go away. Sometimes, you do want to limit which materials receive SS refraction, especially if the refraction isn’t looking the way you want and you just need the material to appear clear or transmissive.
Make camera navigation widget list cameras in scene.
This probably not as simple UI task. Instead of switching immediately, the camera navigation widget could be made more versatile by becoming a popover and listing all cameras in scene.
Currently active one could be highlighted clicking any other would set it as active one.
I just use basic nodes setups and I’m not an expert, all the color selectors in the nodes and materials have an alpha input and I think that aren’t used, the difuse, the principle, emision etc. Will be better to remove that if it isn’t used .
The Extrude function is composed of two functions, on the one hand it generates new faces and on the other hand it moves them. When performing Undo you need to perform two to completely reverse the action, otherwise the new faces do not disappear.
The Inset function is very similar, but it is executed in a single stroke.
I think both should work the same way, in my opinion executing only one action. Just as there are Rip vertices and extend, there should be Rip faces and extend (Alt + D) to duplicate the faces and keep them pasted.
Viewport current view plane lock (orbit/view rotation lock toggle)
In case i’m doing 2D modeling/layout and i have to push some vertices on one (view) plane then shift (pan) the view, and then push some more vertices on the same (view) plane, i can accidentally tilt the view when i release shift key before stopping mouse move + mmb or when i place my finger on CapsLock and start mouse move + mmb (shift + mmb = pan and just mmb= view rotate by default, great for 3D, not always so great if i want to lock myself in 2D for certain work ), and if change in view is insignificant to notice at first i end up with half of vertices slightly misaligned, i realize that after extrusion and inspection in all dimensions, then i have to go tweek it and i get annoyed . My idea is to add one more icon to top right viewport corner
or add keyboard shortcut to quickly toggle orbit/view rotation lock
BTW. I’m aware of axis lock, but if i know i’m gonna do a lot of 2D straight, extra dimension is annoying, and pressing g + shift + z is extra step, repeating that for every operation is time consuming, it is better to lock orbit/view rotation, press g move, apply, pan and so on…
Update:
Add option to enable/disable autolock for main views (left, right, front, back, top, bottom) - thanks Remake @ blender.community for this idea. Updated concept icons for visual feedback in case of autolock is on.
Please fix the Proportional Editing hotkey inconsistency between 3D and UV editors:
In the 3D view:
O enable proportional editing
alt O enable proportional editing with connected components
ctrl O open file
In the UV/Image editor:
O enable proportional editing
alt O open file ← This one, right here, WHY???
ctrl O open file
For some reason there is a redundant hotkey for opening files, that replaces a needed hotkey.
Please switch ‘alt O’ in the UV/Image editor to enable proportional editing with connected components.
While we’re at it ‘UV Edit’ mode should be default again in the UV / Image editor instead of ‘View’ mode.
I agree this is bad, but the reason why it works this way is to distinguish between Ctrl/Cmd O for opening your Blender file vs Alt O for opening an image inside the Image Editor.
We could make a different tradeoff where Ctrl/Cmd O opens an image while in the Image Editor, but then that would be inconsistent. Ctrl/Cmd O opens Blender files in all other contexts.
On the other point, of course, the Image Editor should be set to UV in the UV workspace.