Blender UI paper cuts

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).

You mean like Ctrl+Scroll?

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Oh yeah, kinda like that, thanks.

But I ought to be able to hold down shift and have it change 10x faster! And maybe Alt to change by 0.1x.

And why the need for a modifier key that turns it into a feature you’ll never discover on your own? (and not in the manual).

And I’d like it to keep working after I click in the field, so I can say drag across the three scale fields and change them all together this way.

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Yes, I think with this, f and a good LCS support. No one can say that Blender is weird.

In 3d view Header Background A:1, This seems like a solution for you? Maybe Pablo can modify the theme by default.

Render button

Click and drag in an empty area should always have box selection (in almost all editors), or at least add as drag action -> box selection.


In Maya we have that behavior with the MMB maybe you can emulate this behavior with “Right click drag”

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Option to see the gismo when I use shorcuts

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I was able to remove the requirement for the CTRL modifier to mouswheel-hover over numbut widgets, and added SHIFT as a modifier to mean “change by a step of 10 rather than a step of 1”. And I think this is SUPER COOL! I can now rapidly dial in smallish integer values using scroll for the 1’s digit and SHIFT scroll for the 10’s digit, and change float values like scale the same way. scroll for fine adjustments, and SHIFT-scroll to change things at a more reasonable (faster) rate.

Best hax ever, lol.

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image <- This thing.

Am I the only one really bothered by the fact that the yellow box has pixels in the upper left and lower right, but not in the upper right and lower left corners? As pixel art this makes the box look horribly asymmetrical. Could we perhaps make all four corners the same so it looks square instead of diamond shaped?

I love what you guys are doing with this making blender much less rough around the edges in so many ways, love the new settings panel (though I miss having ctrl alt u as a shortcut for it)

It seems that now there should be 2 categories here, Input for whatever has to do with the interaction, orbit style, mouse button, etc, and then hotkeys be just a thing of its own

Also, I would add a way to save your preferences to an external file for backup, just down the line.

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under the addons, because there are so many, a great thing to improve would be that “all, user, enabled, disabled” where filters (they could be at the top maybe), so you can say look for the 3D view addons, but that are enabled, and that are user addons, so its easier to search the addons

And also the categories could be a bit less, maybe just a limited set to 10 categories, and have the addon makers only be able to use those and not create new ones, maybe a good idea would be to have categories based on editors, 3D view, Node, properties, etc and have a miscelaneous one.
or something like this.

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Ah this one is one that bothers me for some time

If you edit your startup file, save it, and then create a new scene, in that same file or in an other but by going to the scene dropdown and hitting new

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it will not create it based on your startup file but on some default that is stored somewhere, it should do it based on the default settings.

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I don’t think this should be the default behavior, because there’s a very high likelihood of user error then. As you try and scroll up or down through the Properties, you’ll be accidentally changing all the values you scroll over.

That’s why you have to hold Ctrl to engage this.

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Can’t recall the app but yeah that’s very annoying behaviour. Keep the ctrl.

Hitting F4 + 7 (with only with your left hand) happens to be more comfortable (and faster) than using both of your hands to open up the User Settings/Preferences window.

I just wish, if this new Settings window opens up at the proximity of our cursor at the screen (rather than opening up at the top)


Certain add-ons can be based upon certain workflows (eg: Lighting, which might use both the 3D viewport as well as Shader Editor window. However, we can definitely think of some other ideas to make different these categories less convoluted and as well have the room for all kind of add-on developers.

Also, I liked the idea of “all, user, enabled, disabled” being used as a filter button at the top (and maybe with icons instead).

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