Yes, indeed - the overall plan also should include constraints too. Different areas may be nodified at different points in time, so this factors into which changes make sense to make when.
Good to hear! Maybe the solution will help shader nodes to be better represented in the properties as well.
Hereâs another minor quirk - linked proxies show an Edit mode in the menu and the pie menu, but clicking it takes you to Object mode. It should be grayed out or not there at all. Barely effects usability TBH, as long as you know youâre working with a linked object. If someone else opens the file though it could be confusing.
Some vertex weight field here and there have an âinvertâ button while some donât.
Please place that invert option everywhere, it can easily save us the dumb operation of adding a useless (inverted)vertex group!
The grid flow layout in the Navigation tab makes it so text on some buttons and labels are ellipsed until you reach a ridiculous width.
Solution
In the class USERPREF_PT_navigation_zoom in file space_userpref.py, calculate a new column threshold to pass as columns kwarg so that it stays fewer columns long enough to not cause overflow ellipsis. Example code below.
we would need columns with minimum and maximum âexpansion limitsâ.
and after a certain expansion, which automatically forms a new column and all the functionalities are divided between the two columns (or three in case of greater expansion.)
it makes no sense for a column to stretch beyond a certain limit if it is not possible to read or reach the instruments, just as it makes no sense to have such long buttons or sliders.
this is what my intuition suggests âŚ
but I canât understand what the problems are in terms of coding or design, of not inserting certain limits like this.
Selecting sculpt brushes in sculpt mode is a pain if you have more than 24 custom brushes. By default the brush palette displays 24 brushes. If you want to see more you have to use the up/down arrow keys or a scroll wheel, which advance 1 brush at a time. A scroll bar or resize-able popover would be much faster for those with tablets.
Blender 2.79 used to have the smallest grid scale shown when in an orthographic view, and if you had units as metric or imperial. You could roughly see how your objects are scaled without whipping out the ruler.
I canât find a way to show it in 2.8 and it would still be pretty useful and doesnât take too much space on the UI.
One UI nitpick Iâve had for a while now is the fact that when selecting edge loops for UV unwrapping and using Ctrl+Shift+Click to select the shortest path of edges, it checks âfill regionâ every single time you pick a shortest path, even if you disable it after the first time. It would be helpful if it remembered your selection or made it a toggle. I use shortest path all the time when selecting seams for UV mapping and that extra click adds up quick.
Something related, The blender.exe is lost in the middle of all those other files (not visible with out scrolling, and you can zoom past it with out even seeing it). Most other programs spoon feed this process a bit more, so first timers may not even know too look for a .exe file. So if possible, it would be handy if that .exe would be in the folder before the cluttered one. That way its stands alone and also it would save us common users a double click and a search each time we gab a new build.
We used to have shift+uparrow and downarrow for delta frame offset . This is an essential key binding for compositing and rotoscoping works.
I have checked creating two key with shit+ up and down arrow without any conflict. Please bring it back in default blender if itâs alright.
Also just a tiny proposal: instead of creating delta for each, is it possible to give a global delta in the timeline panel. So that we can choose the delta as needed?
Then we donât even need to give different key bindings.
Thanks.
Did anyone notice that Outliner search is completely useless? You can search for something, letâs say all objects starting with âPlaneâ, but then you canât really do ANYTHING with those search results. You canât for example select all the objects you searched for. You just searched for something thatâs pretty much throw away. You canât even box select all the search results manually, because box selection doesnât scroll the outliner vertically, so you are only limited to whatâs visible in the current scroll segment. The only way to select objects youâve located using search function is to select them by clicking them one by one and holding shift. How the hell did not anyone see this?!
So not only is there a complete nonsense of outliner pre-selection and then having to right click to actually SELECT the selected things, but then there is a THIRD form of pre-selection, which is used by search, and canât even be used to actually select the objects.
To use this options we need to have a Properties area with the Materials context. We could be working on shading with just a 3d viewport area and a Shader Editor area if we had this buttons on the Shader Editor area. I think they are the only important missing, the rest is replicated in this area.