Blender UI paper cuts

I propose to make a special color for handles in Node Editor. For Color Ramp and especially for RGB Curves, since the selected and unselected handles have the same color. Perhaps a few more nodes have similar problems with handles, need to check them all.

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Little thing.

Apply some color logic for animation keyes

For example

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Yes this is a known issue - currently it uses Text Highlight for this color but it doesn’t always work. This needs to be done differently to make the selected handles stand out.

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  1. You can’t sort shape keys based on name (like you can with vertex groups) so if you want a shapekey in a specific place and you’ve got lots of shapekeys, welcome to clicking the arrow land. :stuck_out_tongue:

  2. More generally, there’s no way to add something in a list directly after the thing you’ve selected. For example if you wanted to add a shapekey in a specific spot you can’t (so you have to do the above thing) because when you click + the thing you added (shape key, vertex group, material etc etc) is always added at the bottom of the list, which is good sometimes and bad other times.

There could be a modifier key or something that you hold and click the + and whatever you’re adding is placed directly after the current selection, so if you’ve got shape keys “a”, “c”, “d” and want to create the shapekey “b”, you select “a” and shift click the + (for example) and the newly added shape key ends up between “a” and “c”.

Of course may not seem too useful in this example but think of when you have “a” through “z”. (face animation) :stuck_out_tongue:

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Every time I open a file in 2.8 I’m confused as to why the hierarchy is flat, and I have to switch the Outliner from “View Layer” mode to “Scene View”.

Didn’t Collections make Layers obsolete anyway?

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Right clicking a collection in the Outliner and selecting “New” doesn’t seem to do anything at first. The Outliner doesn’t change, no new Collection appears.

BUT, in the “Add” menu (of all places), if you go to the bottom, there’s suddenly a lot of “collection instances” which apparently appeared from the “new” operation… and these can be… added? Why?

And why are all my objects in “Objects” by default, and not “Collection 1”?

i try to set up a new theme for “call for content” and come across this :


Wich of this editors are now for the timeline?

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I don’t know if it’s a papercut, but could be great unlink the selected object with material in shader editor. To work with different materials without click in some object or without change the material of the object. Actually you can Pin the material, but not to change the material to the material taht you want to touch.

Could the menu show the classic order RGB instead BGR? also tell that the black and white icons don’t work here very well.

image

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The actual toolshelf and n-shelf don’t have easy way to change the side. The old F5 hotkey have changed and we cannot find the option in the area menus

It’s funny that I stare at that screenshot and imagine how I want it to look. Those “RGB” letters could be in the proper colors, but then they’d need a shadow. They could remain white (or black) with a colored background…

But in the end I think it is a case of… we just don’t need an icon for every bloody thing. When there is a list of text items and icons we need to treat the icons as optional. If an icon isn’t obvious we should just leave it blank rather than try to justify something, just anything, being there.

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You just brought up another thing very annoying in blender, which is: The order of the items in the menus changes depending of if your header is at the top or bottom.
That’s why you’re seeing it as “BGR”.

This is how mine looks like:

image

This should be fixed. Never saw an app behaving like that.

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If you see my screenshot you can see that the header stay in the top of the area. I thought that in the first moment, and I tried to invert the header, but I obtained the same order. But the menu go down in your case and go up in my case.

I don’t know the reason of the difference.

Top or bottom was for easy understanding,

The difference comes from the direction the menu goes, up or down, depending on the position and room.
Like so:

2018-11-20_02-06-57

Hope you understand. Non english speaker here.

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I can’t load my old keymap (was using a pre-icons 2.8 version)
This would be a bug I guess, but the actual papercut is that the python errors are displayed in the lower status bar and it’s too long to be read properly!

currently we don’t have an option to select display as Wire for multiple objects at same time with alt+click but if we enabled Emulate 3 button mouse it doesn’t work, if we have a Display as Wire toggle in collections it would be great. (Sorry i’m not good at explaining things)


made a proposal : http://blender.community/c/rightclickselect/fqcbbc/

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Another nice feature would be to have the same logic for hiding/isolating this filters as the outliner does (currently I think the only one is ctrl to isolate, but there could be more)
bl2

Well, I guess all of these kind of menus could share the ctrl-isolate function, probably.

1 Like

Not a Blender papercut per se, but ANT landscape has misspelled presets.
image
should be volcano

image
should be canyon/canyons

It’s kinda annoying but I don’t know how or where to fix this. I would be willing to patch it myself if I knew where that addon’s code is stored.
I’ve found

https://en.blender.org/index.php/Dev:Doc/Process/Addons

but it looks like it’s outdated.
If anybody could point me in the right direction I would be grateful.

When purging orphan data in an unsaved Blender session, it automatically saves “untitled.blend” in the default installation path.
Could we have a prompt/warning to save the blend and choose the location?

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While I agree there should be a more informative part of the UI to support this feature, what you’re asking for is already possible: Hold down alt while clicking anything on that menu, and all the selected objects will have that setting applied.

1 Like