As far as I remember, alt+LMB is used for obiting. There is no orbiting anywhere except 3d view.
Highlighting solution for detecting traits (especially zero size elements) is problematic because you have to search for them with eyes in imperative eay, and the cannot be zoomed and centered…
Not sure, but seems to be related https://blender.community/c/rightclickselect/K8Qn/
I really think this thread should be renamed into "UV: Traits handling", and must be filled to the top as a result of a huge investigation into what it should be filled with.
Aw, it is more about rendering. There are lots of points in this task that better be solved as select by trait instead of a highlighting.
The point of a distinguishing overlaps from self-overla…
Overlaps could be made on purpose. Especially in gamedev. I guess "Select self-overlap" when island overlaps itself deserves an option or so
I agree with Brecht. Autosmooth is often massively applied over a huge number of an objects simultaneosly, autosmooth as modifier is a concept which is hard to handle and control its distribution.
Not sure how zero area could be effectively highlighted. It is usually solvable as a "selecting trait", because selection process s much easier to handle and analyse.
automatically adjust if the user moves a UV point outside the current dimensions of the grid
What is a problem such a solution is supposed to solve?
I think X fits nice because its lines intersection show the exact point which is useful, for example, during edge snapping.
@howardt A question - is it supposed to support the depth of the bevel on a flat surface so that it can be used to model cutouts and notches?
Snap indication has been planned blender/blender#107054 (comment)
Downloaded build (the updated one is windows only), discovered two options in keymap prefs (regular and off). I found (off) snap option in modals keymap and set it to "release" to test. It is a…
This is for me one of the greatest Blender features ever added to Blender since I first started using it some 13 years ago, and the end of my last great gripe with it.
Thank you to…
Hi. I've got a question about the way basepoint snapping is calculated during snapping on edge. Not sure which level this issue belong to, so I asked it here - https://devtalk.blender.org/t/snappi…
Well, gamedev studios will likely have a lot of requests, some studios we work with use custom builds to satisfy their demands. But should they be solved as a lots of independent and…
Well, gamedev studios will likely have a lot of requests, some studious we work with use custom builds to satisfy their demands. But should they be solved as a separate tasks at core level?
Yes, since cumulativity assumes cross-hierarchical structures, it creates different corner cases that need to be taken care of.
For UV (2D) editing snapping to closest vertex is the most commonly used and works pretty well.