I will try to answer the different questions in a single reply.
Menu icons to match Snap symbols
The plan is to indeed to try matching them. From the commit message:
Also note that later we should also try to change the icons shown in the snap menu to match the symbols that the artists see in the preview window.
Help with this would be welcome:
- Pull request with updated blender_icons.svg and tweaked viewport menu.
- Remember to include screenshots in the patch to show how they look in the menu.
- For the Face/Volume we only need to show the icon for the face
- Similar to how in 4.0 we only show the first icon of the repeated Help url entries.

Tooltips
“(…) follow an actual standard (tooltips) and make Blender welcoming”
I would also like to see a patch for that. But I suspect we will end up with something too distracting (with the constant changing of the tooltip text).
Decision Process
It is disappointing to hear with little to no explanation that such a decision has been made after asking for feedback in this thread. Could you expand on your thought process and address the feedback that has been collected in this thread ?
Thanks for wording your questions so nicely by the way.
I’m happy to do so. The days preceeding bcon3 were more hectic than usual (too many final decisions), leaving communication a bit behind indeed.
I will tell a long story here, please indulge me:
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June 30, 2019: Germano starts a development grant to work on snapping and transform tools.
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July 5, 2019: Germano, Campbell and I meet together to define targets. As a followup I prepared a design for base snapping.
From 2019 to 2023 not much happened. I was working full-time for Blender but I could not prioritize this project. Every now and then I would poke the module team about the state of things, but there was a lot of under-the-hood work that had to be done before we could have more “fancy” snap tools. Besides, Germano was officially working as a bug-triager - that said he never stopped helping with modeling-related development, but was mostly done on the side.
January 2023, I got back from a holidays visiting my sister. She is (also) an architect and we had a good time with me showing her Geometry Nodes, while she showed me what she had been modeling in Blender. The lack of (base) snap in Blender pained me. So, inspired and energized, I decided to once again stir that pot.
Around January I went over the snap patch with Pablo Vazquez, and brought Julien Kaspar into the mix. I wanted to make sure (non-CAD) modellers were happy with the solution. At the same time I cleared out Germano triaging duties to free him for a final sprint. The lack of “transform during snap” was considered blocking. So I relied a lot on Julien to help testing while Germano iterated on the implementation.
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Apr 20: I see the original snap icons patch by Erik and promptly show it to Germano. Around that time we got into Blender 3.6 LTS bcon2. I’m once again saddened to see that we missed another window.
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Apr 21: After seeing some concerns there, I add my first comment to that thread - basically I’m happy with the patch, it adds new useful functionality, and it does so with a tried-and-proofed set of symbols.
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May 1: I start to notice that the patch is risking getting stalled.
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June 5: Base Snap is in Blender and covered on Blender Today (you can see my joy there).
Even though Base Snap was merged
, there was still work to be done to polish its behaviour and get the Transform while Snap functionality in Blender.
Around that time I wanted to look at the snap symbols patch again. Germano wanted to try a different solution, and I believe that around then he decided to ask here for feedback. I didn’t follow the discussions here, and continued minding my own business.
Finally in August I was again uneasy with this going anywhere and bcon3 approaching. So I suggested Germano that we wrap this up once I was back. I expressed myself poorly, because he didn’t realize I still wanted to be involved.
Two weeks ago I was watching a video about new snapping tools in Blender. And this is how I learned about the new snap icons being committed. I did some digging and asked around to understand why this was decided how it was. I then lobbyed to revert that decision on the UI meeting preceeding bcon3.
So what is my decision process?
- Listen to everyone.
- Work closely with stakeholders.
- Respect the different roles.
I make a decision considering everything, but the decision role is not “a consensus”, or “democracy”. Even though in some cases polling a large number of users can help to guide a decision.
In this particular case I tried to use a principle called Falsification by Karl Popper (I found about it on Black Swan by Nassim Taleb). The idea is not to try to find evidence to support my original thesis (that CAD symbols could work), but to try to disprove it.
In other words, I knew that I could make arguments to support that solution, but could I try to find anything wrong with those icons? And this is indeed where those thread can really help. And although I could find arguments in favour of the other solution, there was little to discredit the CAD symbols.
On the other hand, I did find a few things which I consider bad about the “minimalistic icons”:
- We don’t do rotating icons in Blender - that could change one day, but shouldn’t be done lightly.
- That and the variation in size of the icons produces considerable noise when hovering an organic mesh like Suzanne.
I don’t expect many to notice this (or maybe to get annoyed by this). But for me this raises a flag regarding how this was being designed. We could of course iterate over the design further, but given that the original design was working fine, I didn’t see the point.
I’m also very wary of the thin line between feedback and design by committee, and this was getting too close to the latter.
With all that in mind I used another principle. This one from Stephen King, On Writing. Stephen uses early peer-feedback to find what may be unanimously bad. If something is clearly bad, he changes it. If his stakeholders (his wife in particular) is adamant about a point, he tackles it. However, whenever there is conflicting responses to his novels he just get to be the tie-breaker.
I’m no Stephen King, but I was playing the role of designer and commissioner for the related snap improvements. As such I don’t mind making a pure subjective call, and here we are.
All in all I hope this paints a better picture for this (not so) arbritary last minute change.
Further
For anyone wanting to hear more about the design process and how we handle feedback, I cover some of this on The challenge of design in open source projects talk I gave at Penpot Fest this year:
I plan to give a rehashed version of this at Blender Conference this year. So if anyone still has any questions let me know. I won’t have time to spend here iterating over the snap symbols. But I would love to expand the talk to address any questions.