Header of all editors were moved on top for consistency.
In 2.7x, the header of 3D View is at its bottom.
But in original design, properties window was at bottom of screen and this row was at middle of screen.
Info about shortcuts that are now in the status bar,at the bottom of screen, was an other reason to look at it .
It always was distracting.
But when you understood that corresponds to what you are doing, you were getting used to it pretty quickly.
I have to say that as an old blender user, it also annoys me to have these settings displayed so far from where I am supposed to see the action done.
But I would not be happy with a solution that would require to have manipulator visible or would overlap my model. I have no ideal solution to propose.
At least, if this info stays in this bar, it could be centered on the middle of editor.
Hi.
I feel very comfortable in TopBar if I choose from the user preferences âInterface > Menus > Open on Mouse Overâ, both values to the minimum = 1. But I do not feel comfortable with Open on Mouse Over in the rest of the menus. Would it be possible to obtain that configuration so that it only affects TopBar and not the rest of the other menus?
Several suggestions about move to collection menu (M)
For now when you have Scene Collection at the beginning, digital buttons (0-9) are not corresponds with default names of collections and hotkeys to change layer in object mode. So it will be better if key 1 moves object in the Collection 1 instead master collection.
When in sub-menu, for Sub-Collections same practice. But if you donât want to move object in sub-collection, press Enter, because you want to confirm moving object into this collection, not in sub-collection.
And about markers, that displays in what collection objects now. Orange circle indicates current collection, Orange circle inside gray indicates a collection within another one.
Also Shift to select several collections (like in 2.7x) are not working now. Is it will be fixed?
Also, it would be much more intuitive if it followed the industry standard of âselectionsâ which is:
Shift + select = select everything from the previous selection til the last selection
Ctrl + select = add to previously selected (nowadays itâs rename, same as double click)
Maybe keep double click to rename which is much more convenient than the standard Select + F2, but one doesnât exclude the possibility of adding the other.
Iâm talking about âMove to collectionâ menu, so itâs about sending object to 2 or more collections, that now in 2.8 can be possible only in Properties editor.
Please report a bug for this in the official tracker and poke @fclem about it there.
Please also mention if this happens both in orthographic and perspective view.
It seems like if we could still give editors a horizontal layout (Right Click > Horizontal) like was available in 2.79 and lower, then the top tool settings bar could almost be completely replaced with a new, wide area at the top (or bottom or anywhere else we want to put it) that is just a Properties editor with the Tool Editor Active. Could it not?
It would take the ability to toggle on and off the row Editor Icons at the top of the Properties editor, and maybe a little tweaking of how elements in the horizontal layout appear. This would make the user able to put the controversial top tool bar anywhere they want and give the devs less code to maintain. Just a thought.
It happens in all views.
Is not time to report bugs for 2.8?("âŠFor Blender 2.8, please only report crashes.")
Because i have tons of them, like messed up UVs when entering edit mode(adding one more channel fixing it for a while), seams over sharp edgesâŠ
Hey Guys,
Quick update from me.
This is how my theme looks now, I customized the UI layout to my preferences and also the colors.
I have 3 important questions to the Blender Development Team.
1 - Can we include the Weight Paint Mask preview along with the Shading caps / it will display any current vertex group selection/? â If there is an existing one, please tell me where I can find it? Really difficult so far.
2 - Where I can find the interpolation mode properties? â before that this option was available under the Key tab. Now I canât find it there?
3 - I found strange behavior when Iâm switching between animated objects. The issue is appearing as slow UI rendering, the UI is refreshing only when my mouse is hovering the Dope Sheet Summary properties.
Should I report this as a bug?
I hope this is the place,
I just got todays 2.8 build and I realized you guys did the âresponsiveâ for the single column layout, which i think could be great, but should be a bit more âpredictable and definedâ.
I would say that every panel should have the same threshold for it, and go from one column to two columns, and i think 3 and above is overkill.
if you go under object and compare âviewport displayâ with ârelationshipsâ the responsive in relationships stays in 2 colums still sort of easily readable, but the viewport display goes a bit crazy, getting in some areas to 4 columns, and others to 3.
first, i think the properties to go on the second column, should be just the half of the panel, and probably just in the order from top to bottom, so if you have 8 properties that will turn into to columns of 4 and 4, I believe its best to pick the first 4 to go in the first column, and second 4 to go in the second, to keep the logic of readability consistent, up to down, left to right (you dont usually read the first line of a column and jump to the next column, you jump to the above line.)
that`s itâŠ
its a great thing btw, love these efforts to improve the UI.
Also: will it be possible to view rendered eevee with all the stuff âsolidâ adds?, cavity, Xray (very important), outline
How can i assign hotkeys for overlays on and off (i mean general and specific) ?
Hello! I tested out the 2.8 alpha and wanted to share my thoughts on the new UI. As some background info I use blender daily for every aspect of my 3d projects and this work is my main form of income.
Likes:
I really like the addition of pie menus
Eevee looks promising and I like how the shaders are shared between it and cycles
Some of the buttons were moved to places that make more sense. While annoying to refind them I think itâs better in the long run.
The buttons on the left are huge and take my attention every time I switch from object mode to edit mode since a bunch of large colorful buttons appear and disappear each time. The old style was better in my opinion and had more buttons that were useful.
Iâm really not a fan of this. Having it appear in the 3d space instead of on the side bar is in the way and jarring.
At the top instead of having a drop down menu for layouts itâs been changed to have all the layouts already open and spread across the screen. To make room for this the object/poly counters are now at the button on yet another bar with the blender version always on display and an arguably useless tutorial (right click to select!).
Buttons in general have been spaced way out to hug both the left and right side, making it harder to figure out if I need to scroll the bar to see possible hidden buttons. Personally Iâd revert this change to hug the left again.
A side button was converted into a large bar with an incredible amount of wasted space. Why?
(Not present in picture) Why is the selection border visible even when behind other objects while in solid mode? Thatâs what wireframe mode is for.
The gizmo is basically a ui for what the middle mouse button+numpad already does. Considering itâd only be useful if someone didnât have a middle mouse button or keyboard I donât see the point having it enabled by default.
With most of the changes to the UI mentioned I have to wonder who exactly is the target audience for these? Most folks in the indie crowd and professionals who arenât locked down to Maya already use and recommend Blender. Thank you for your time.