Blender UI paper cuts

oh ok, got confused with this battery gizmo :roll_eyes:

OK I know it is small thing for many users, but I think it is not fun and not good for new blender 2.8 UI (with many tool icons)

“Why there is no cute “render button” in some place of blender 2.8 UI?”
at least I expect, there is button which render, in Properties>render
I do not complain, even though in 3d view top or bottom header, there will be render button too. because we work on 3d view when render, with adjust camera etc.

So blender user really like to use F12 ? It is not fun for me. I think the icon should be large enough we can easy find. but at least, I hope to see “render” button. (even though it is not icon) Do not you like click render “icon” for render?? Is not it fun?:smiley:

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maybe because F12 it’s much faster?
in that panel I almost never go there :slight_smile:

I’m trying some themes for funny
and with one of those white, it became obvious that
the Cartesian axis symbol flykering
menuicone

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On the march 04 notes it’s stated that object visibility animation was possible again. I’m not sure if that meant the eye icon in the outliner, but if it was, it isn’t working.

obj_visibility

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You have the top menu: File, Edit, Render and there you will find the “button”.

There’s also a Render Animation entry there, which a friend of mine tried for the first time, and then he had to exit Blender because he didn’t find a “stop render” button… so yes, similar paper cut. :slight_smile:

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When I press “shift + h” in edit mode to isolate a selection, alt-clicking on an edge (selecting non-manifold) doesn’t give me the rest of the edges. It still considers the hidden geometry for this operation.

This is inconsisten behavior with, for example, “select all”, which only selects from the currently visible geometry.

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Dopesheet Papercut, appears when using Bone Group Colors:
In my case bright (yellow) Bone Group Colors make the corresponding Dope Sheet Channels unreadable.

Why is this important? It should be possible to use all pre-defined Bone Group Colors within the Dopesheet. This does not only regard the setting up of new Rigs, but also the labes generated by Rigify or other Addons/Scripts.

Sceenshot of this papercut in action:
17

Thank you for your attention!
best
zuggamasta

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Also on dope sheet, left click select, but the blue timeline indicator must be moved with right click.

As mentioned many times, this is a known issue:

https://developer.blender.org/T57918

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I’ve always found the wording on the mirror modifier, and other mirror functions to be a bit confusing/ambiguous.

To my mind “Mirror on the X axis” implies “the plane of the mirror is on the X/Z axis”, but actually means “the plane of the mirror is on the Y/Z axis”.

I wonder if anyone else has this problem. Do other programs use the same terminology?

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there is no way of knowing which bone you’re weight painting to an object (while in weight painting mode in that specific object)

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I agree 100%. Personally I really don’t like F12 as a render button, (I don’t mind it staying as a hotkey since people already know it, but new users generally avoid the F1-12 like the pledge because they are afraid of messing up some settings and there is no visual representation for what was changed so no way to learn from it. Also, new users tend to learn the keyboard from left to right, so this would make F12 the last one to be stumbled upon. The drop-down menus are an ok way to find and learn about f12 but that isn’t nearly as artist-friendly as an icon. For as important as rendering is, I think it definitely should have a button (maybe at your placement, maybe in the viewports header, maybe in the viewport). Many apps skip the camera and do a quick viewport render which I really wish Blender had a button for, 90% of the time a camera isn’t necessary with my workflow. I have always imagined Blender would have nicely designed buttons for both of these ideas.

Another paper cut, converting text to mesh is such a sequential task that I never remember the hotkey, I only remember that it is a little strange. It is in right click unless you are in edit mode which you most likely wouldn’t be (not to mention metaballs strangely doesn’t even have a convert to mesh option in its right click). It would be really handy if there was a large button in the text properties to convert it to mesh.

Thanks ^^ I agree too. I do not like to say, blender 2.8 need to change UI as industry standard, But these words often used, when we talk about L or R click things.
So if we talk about industry standard, I can not find any 3d major aprication, which not offer button or icon for render. (of course they offer menu or short cut too)

It seems almost same for me, when offer UI tool which manage photo printer , there is button which we can easy understand to “print” though there should be top menu tool (file>print out etc)

I know I can use top menu, or add favorite as I like. but it is not means why I think blender need “Render button”. If someone think about aprication , which model and render as image, Most of us must add “render button”. It is too basic things. I may need not to compare with other app. it is how we use UI button for recent PC aprications.

Then I know, there were already some topics which request render button, ,I approve d almost of all. then I have waited, but even though blender 2.8 becom beta, there still no render button.

I really hope, if blender foundation hope to 2.8 get more user, (include new comer, or student who start 3d with blender), forget the veteran user view (who have used them ) about these UI things if it not break their workflow. Because adding render button is too basic thing for UI. which beteran user may need not think serious. . but it can be disadvantage how user feel about 2.8 UI design.

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Yeah, I don’t see a downside too it, of course, there would have to be a sleek UI design to it but for as important as it is, I think it deserves it.
Something similar in concept is how modern programs record through history. It is also a modern marketing technique used by Zbrush and Procreate knowing that people showing off there work would also be advertising, and that is something I would also LOVE to see in Blender.

with the emulation of the third mouse button, "alt + left mouse click" is used for the drag / wheel of the interfaces of pannels … and conflicts with when you have to press alt and assign a parameter to set the rotation or the translation or the scaling multiple objects simultaneously … happens in all the panels …

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Yeah, that is really confusing to have different behavior based on what you click in the outliner. In Photoshop there are two different context menus based on the click location in the layer manager…

What are actually the real world use cases of independent selections in viewport and outliner? Do they justify a toggle to sync or not sync selection? For UVs there is such a sync option and I think it’s quite powerful. Not convinced about the outliner yet.

Why would “Mirror on the X axis” mean using the XZ plane ? What do you make of Y ? The X plane is also the plane of which X is the normal, ie the YZ plane.

@CodeManX I had a use case recently, but really that could have been solved differently. It’s basically that you can use those right-click menu commands without having to break your viewport selection, so it’s a small gain of time and a tad less mental burden. It could totally have been solved with a simple “record/recall selection” script is what I mean. However I’m thinking we could see more use for decoupled selection with the advent of collections.

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But that is not a problem at all since the axis gizmo is now useless anyway because it is in the header that disappears during transform operations. For example: you duplicate an object and then immediately think of what axis you want to constrain, look at it to orient yourself and… it is not there because you wanted to move the object immediately after duplicate before confirming it and finishing the operation. :smiley:

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