Other software usually puts a loop icon next to the playback controls, like so:
EDIT: Oh, and this is just plain wrong… I don’t know why it says this as I just jumped to the beginning of my animation using the leftmost button, and then attempted to click to go to the next keyframe:
The button worked once, I think… but now just flashes that blue message whenever I try anything (doesn’t matter what is selected either, which when that bar is minimized, correctly shouldn’t have any impact anyway).
Yes, had the same problem a few days ago. You click on render, and nothing happens. Too bad it’s not supported. I had all the cameras set up and bound to keyframes in an animation.
That you can’t modify (add loops) to a base mesh after you’ve added shape keys is a pretty terrible limitation (and again, Blender happily destroys your model without warning).
One would think that vertices that find that they have a new neighbor could interpolate their shapekey transforms to smoothly adjust for the change…
Similar to the way you can clear an armature from a mesh, add/subdivide bones, and then reparent with automatic weights and still have the animations work well, a corresponding method should exist for shapekeys.
(This is perhaps slightly bigger than a paper-cut.)
EDIT: The fact that you need to manually create a copy (“new mix”) and then delete each individual shape key to apply them is still very cumbersome, as well as needing an add-on to create a mesh with all shape keys fully applied, and when searching the internet about these issues, the threads you will find are nearly 10 years old!
AFAIR Vertices have numbers and based on that the shapekey knows what to do with each. If you add a loop, the numbers are re-assigned, which in some programs can be propagated to shapekeys.
Maybe there is an addon for Blender which does that.
And yes, this is a major feature, not a paper-cut.
Some of your suggestions are not really “a small UI Paper cuts” but rather should be reported on a separate thread or if not working as “intended” then a bug report.
I would like to request adding “Clear All” to pose mode context menu next to “clear user transforms” because it only works when there is no keys but Clear All works in both, I know we can add it to quick favourite but it would much faster to use one Menu instead of two for a simple option unless we can make “Clear user Transforms” to also work when there are keyframes.
Ideally, topology automasking shouldn’t affect mirror at all. If I, for example, want to sculpt the upper lip symmetrically without affecting the lower lip, it should just work.
EDIT: Wait, this works close to the centerline, but not further away? So it’s a bug? The model is completely symmetrical, and I’ve double checked this using the topology mirror in edit mode.
You’re looking for “faces”, as simple as that (third entry in the menu). It will delete selected faces, as well as vertices and edges that are part of the selection and not attached to another face. Same behaviour as Maya.
I’ve mentioned this before, but I’ll say it again, I’ve had 99% of my submitted bugs closed with the reason “design issue”, so this thread are my bug reports these days.
Submitting bug reports is a waste of time for me, sadly.
Don’t be jaded, bug reporting is very strict to keep things manageable, it’s not against you. That symmetry thing looks like a bug to me. If it turns out it’s not considered as such, we can share the blame.