Blender UI paper cuts

I would like also prefer to set double X as “Remove prevous mode”
For example, if last X deletion was “Edge collapse”, pressing XX will collapse edges, until other option will be selected from menu.

Also, Smart delete addon provides contextual deleting, depending on current mode. It is not complete (no dissolve), but useful for repetative work.

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Because it’s a feature that wasn’t properly thought-through and shows some stuff while hiding other stuff arbitrarily. I can see it going away in two Blender versions tbh.

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Unfortunately, I can cite only myself as an example.I rarely use tools. In fact, over the past year I used it only once, and this is because the blender does not have a convenient shortcut key for a bisect.
If your workflow is built by working with the keyboard (as they did in the old days), then the tools are not needed. And, as a result, their settings are not needed.

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thank you, last time I’ve checked it there was no possibility to set cursor rotation values to zero (except for manually doing so). I would still include the button though

Add a keymap entry to 3D View (Global) that calls wm.context_set_value

The context attribute you’ll need is scene.cursor.rotation_euler and the value should be [0,0,0]

The wm.context_... operators don’t have the best documentation, but you can read up on them here.

wm.operator_pie_enum is a fun one, too.

The way it works now is not ideal and everyone knows it
I do agree that some parts of the new UI do seem clunky and especially rough on some edges, but at the same time I do believe that a proper tool system is the way to go. Right now we are like in the first iteration and some tools don’t seem to make sense, but tools could help remove/reinvent some parts of the UI to make it “more usable” (I know it may sound subjective).

Tools are not just for simple operations, they could help make UI more usable
Look how vector graphics use 2 different select tools to change between Object and Edit modes (we don’t have to use different modes in Inkscape for that matter, maybe internal context switch but it is still hidden from us – users). Some parts of the UI don’t make use of keyboard shortcuts, like some properties of bones are accessible in Object mode and some are in Edit mode (do we have to switch modes to just change a property of the Bone inside Properties Editor?). So we could use tools for context switch instead.

We could introduce the idea of parametric objects
We could have objects that have certain properties, which could change easily (and not just after creation as part of a last action) before converting it to editable object (selectable vertices/edges/faces) Tools would appear based on selected object type (e.g. bones have different tools than meshes) and allow us enter respective mode (e.g. “Vertex Tool” or “Edge Tool” could result in “Vertex Mode” and “Edge Mode” instead of Object and Edit modes, they way Inkscape uses “Node Tool” or “Select Tool” to access desired data) and have all the properties that belong to an object in the Properties Editor all the time.

Using all areas in order to improve efficiency
At the moment tool settings are available on the top and on the side panel of a view and even on the Properties Editor, I’m sure it will change and we strive to provide constructive criticism it will definitely change for the better. For example I would personally remove tool settings from Properties Editor and use both the sidebar (N-Panel) and top area. That way we could have detailed tool settings on the side and could use top bar as a quick menu, but for tool settings where we could decide what to put up there for each tool individually.

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Thank you, I do consider custom scripts for some stuff, but I think something that simple and often used deserves its place. Why do we even need location and rotation number fields in the first place? They take much more space than a single button, but I would ask myself what do I use more often?!. I don’t actually mind the way it works now (using <shift+c>), I remember using it in earlier iterations and I do think it would not set rotation values back to zero (maybe I’m mistaken). Thanks again!

It is better to use the same interface to lock cursor transformations as to lock transformations of objects. In order not to overload the already terribly overloaded interface. In order not to produce extra buttons, the functions of which must be memorized beyond those that you already remember.

Initially, it seemed to me that this innovation (tools) in 2.8 would be very convenient. But a year passed, and I realized that I did not see any advantages in using tools. This is inconvenient for quick work. And I very poorly imagine how this can change for the better.
Tools are convenient for a beginner to use. The threshold for entering this method of work is very low.
Here the site is full of intellectuals who think otherwise. True, none of them gives objective arguments in favor of tools. I see only one plus - the ability to work with one hand, without a keyboard (on a graphics tablet). Very humane towards those whose brain cannot control both hands at the same time.

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I wrote it separately, but no one paid attention. I’ll try to post it here.

A bisect requires selected mesh elements.
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It seems it’s time to do something like this:
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and here:


Give the ability to cut all the geometry, not just the selected one.

The mirror operator can be provided with the option of inverting normals.


But why is there no mirror tool?

But you can not rush to change this, because These are just functions for easy operation. It’s better to deal with the interface settings for now, for example, determine the color of the buttons, or the thickness of the borders of the window. And these changes will be tolerated until version 3.0 or 3.8

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One issue i have is that with this new update and metric being standard. Is that i miss input values which actually make sense. For instance when using cloth, we do now see a weight in kg, but the wind is just some weird random number which doesnt say anything.

How can we know what proper wind values are when a cloth has X-amount of weight?!?!

I would prefer when say metric is used, that items would have more meaningful input values instead of those vague blender units, which dont say anything in metric standards.

17 06

Say i want to have a cloth using silk preset. Im using real scale values, so a flag of 1m by 3m. Why do i need to crank the window way above 5000? The cloth mass states 0.15kg for Silk. But was is that mass? Is that mass per 1m2 metric of fabric, is that the mass of the complete object?

This doesnt make any sense when using presets as its totally vague what is used as a measuring point.

Sorry for making this a rant, but i would love to have these kind of things see updates.

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are you suggesting to treat 3D Cursor as an object and remove it from tools? IMHO 3D Cursor as it is used now with the new tool system does make a little to no sense (to me at least), it should be either a part of any tool which relies on it (even if its properties propagated to every tool it is used by) or to be removed completely and to have its functionality replaced by using an empty

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Is it cycles or eewee?

Cycles. I will put it there

Well, these artifacts are not exactly the problem of the blender or cycles. This is a common artifact of all simple geometric tracing algorithms.

I know for a fact that Redshift doesn’t do it.

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Papercut:

There’s no UN-crease menu option? :frowning:

I had to google how to remove creases in 2.8 since I rarely use them. I thought 2.8 would have made that option easily-accessible by now… but it’s still buried.
To be fair, being able to control the amount of the crease is nice and great for the user to discover (once he googles it), but this should be a visible “Edge-Marking” tool on the shelf that lets you mark edges as sharp or creased etc. (if you want the user to happily discover why there is no “uncrease” option when there clearly IS a “crease” option…)

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You cannot use empty in edit mode.
Also, it is used in object mode very often.
3D cursor is a great tool, that replaces any kind of pivots in any kind of operations.
But it is nice if someone have possibility not to use it.

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“New Scene,” should be created with default startup file settings

Currently when a new scene is created from scratch, it loads all the default settings that launch with Blender, meaning Cycles GPU performance settings are reset, as well as render window preferences and other things.

I know that I can create a new scene using “copy settings,” but sometimes there are certain things that I actually do want to change from scene to scene.

I’ve already told Blender what I want my “default,” to be when I created a custom startup file, so it would be nice (if not expected) if Blender could create new scenes with my default settings instead of the ones that come with Blender.

EDIT: For some clarification, my startup file is working fine when I open up blender. The issue is that when I add a new scene using the “new scene,” button in the top right corner of the screen it the new scene starts off with factory defaults instead of my default startup file.

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