Blender UI paper cuts

and also happens (in 2.7x which we know it doesn’t have collections) when you have outliner in “visible layers” mode and child object in some levels and parent in not-all-the-same layers: child object are not nested if parent isn’t visible in outliner, they are nested if parent is up there.
It may be confusing, seeing an object sometime nested, sometime not as if it wasn’t a child object. Or maybe it would be a plus. Anyway right now, seeing an object in a collection and having no way to tell if it is parented to some other object (even if in the same collection) looks rough.
But this is no matter for a paper cut, sorry.

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Not a paper cut, but:

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Or select one N-gon and go to:

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Sorry, I wasn’t clear.

I meant adding a Material slot to an object that already has a material, and being able to assign the already assigner material, as shown in the gif below.

In my opinion, either the material is removed from the list, or the material is branched.

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Papercut: Not sure if Papercut or bug, or interface design issue, but if you try to tap with a Drawing Table an axis on the viewport widget, you can’t change to the orthographic view of that axis. Blender only assumes you are dragging the widget.

Please MAKE THIS HAPPEN!!!
delete_material

Permanent delete with ctrl + z support.

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As an ex UI designer with 13 years of experience under my belt what was always a cornerstone is consistency in the UI and adhering to standards, not to confuse users.

Which brings me to my pet peeve in 2.8 so far.

Atm the top left “3D space” menu reads like tags/breadcrumbs/labels and not buttons. Everywhere else in the UI when you have expanding menus its indicated by both color and arrow.

But not for these, they just sit there, not telling the user that they have any deeper function. It would be a quick fix I think and would make sure the UI doesnt deviate on arbitary things like this.

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that whole area needs more love to be intuitve,

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Negative!
Where did you saw a menu containing an arrow.

In the context of Blender there is no confusion with breadcrumbs because it is not a browser and the user has not navigated through each of those elements. And on the left you have menus and in the center you have radio buttons. So it’s really consistent. They would also occupy a little more space.

You’re looking at it from the wrong angle.

Assume you’re a first time user or a user starting out.

Youre entire digital life you’ve been conditioned on how things work, from your phone to your web browser, to buying tube tickets.

“in the context of blender” is exactly why people have had a problem picking it up. It exists in its own universe.

In this case, “the context of blender” is not correct either. Look at the screen, every single item that functions as an expandable/dropdown menu got an arrow indicating that, it’s good practice.

Except these. They are wholy uniqe in the UI for no apparent reason, indicating to the user that they do not function like the other buttons. And seeing how they are brighter and doesn’t have anything indicating its a button its very easy to read them as plain labels.

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Every item that got a downarrow is marked with a green little checkbox in the screenshot.

but that does somewhat go against blenders core philosophy. I mean you still have the option to maunally fork the material or remove another material from the list. but that’s nothing blender’d do for you…because in some use cases you might actually want to have the same materials twice on a single object and then you get super annoyed by software trying to be more clever, than you…

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It is not dropdown, its a menu and popover


mb arrow icon to older style
image

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Could be a good idea to make two tabs to separate input settings from hotkeys in the settings area (yeah, an area other time!!!). To solve the problem that @Rawalanchetell in this thread

And add some options to make optional pie menus. It’s strange that you need to use pie menus in the old 2.79 hotkey template.

Why would you have two slots materials with the same material?

as far as i know blender doesn’t provide an option to sync the 3d viewports navigation, the only trick i found is to lock the camera but the problem is the lens rect, it gets in the way for a clean viewports…if we can have an option to turn it on/off that will solve the problem without adding extra functionality.

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Here’s an interesting one - the ‘Make Links’ menu has both things that get linked and things that get copied and not linked at all. It could be worth separating these out into a Link menu and a Copy menu, with the Copy menu including things like Copy Object to Buffer, Copy Modifiers, Copy UV Maps, etc… which could then be pasted onto other objects with a paste menu.

image

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For example imagine having a bot with lots and lots of diffrent parts. Each part has a material slot and now you just want to toy around with diffrent materials witout entering edit mode…

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Would it perhaps be possible/easy to allow mouse-wheel inc/dec changes in the standard numeric value widget? So for example as in:
image
I’d like to hover the mouse over (for example) the Z axis 0m area and scroll the mouse wheel to change the value just as if I was clicking the < and >

On hover-over the mouse cursor changes to <-> so it seems like it ought to be only a few lines of code to make this work? (Famous last words) Maybe I’ll go exploring the code (pointers appreciated).