Paul Kotelevets 1D_Inc
  • Joined on 2015-01-16
Paul Kotelevets commented on issue blender/blender#109484 2023-06-29 14:51:41 +02:00
"Emulate 3 Button Mouse" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects

As far as I remember, alt+LMB is used for obiting. There is no orbiting anywhere except 3d view.

Paul Kotelevets commented on issue blender/blender#109189 2023-06-25 06:26:44 +02:00
UV Editor rendering enhancements

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…

Paul Kotelevets commented on issue blender/blender#71958 2023-06-25 06:08:17 +02:00
Automatic UV seam creation tool

Not sure, but seems to be related https://blender.community/c/rightclickselect/K8Qn/

Paul Kotelevets commented on issue blender/blender#109184 2023-06-25 06:01:43 +02:00
UV: select similar enhancements

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.

Paul Kotelevets commented on issue blender/blender#109189 2023-06-25 05:47:59 +02:00
UV Editor rendering enhancements

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…

Paul Kotelevets commented on issue blender/blender#109189 2023-06-24 13:18:30 +02:00
UV Editor rendering enhancements

Overlaps could be made on purpose. Especially in gamedev. I guess "Select self-overlap" when island overlaps itself deserves an option or so

Paul Kotelevets commented on issue blender/blender#93551 2023-06-23 21:25:36 +02:00
Mesh Normals and Auto Smooth in 4.1

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.

Paul Kotelevets commented on issue blender/blender#109189 2023-06-23 21:17:49 +02:00
UV Editor rendering enhancements

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.

Paul Kotelevets commented on issue blender/blender#90913 2023-06-20 10:13:31 +02:00
UDIM grid changes and enhancements

Will the grid be removed if island is removed?

Paul Kotelevets commented on issue blender/blender#90913 2023-06-20 06:50:27 +02:00
UDIM grid changes and enhancements

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?

Paul Kotelevets commented on pull request blender/blender#107054 2023-06-17 14:02:36 +02:00
WIP: Visualize snapping type by showing different symbols

I think X fits nice because its lines intersection show the exact point which is useful, for example, during edge snapping.

Paul Kotelevets commented on issue blender/blender#98674 2023-06-13 09:31:11 +02:00
Bevel V2

@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?

Paul Kotelevets commented on issue blender/blender#108824 2023-06-11 02:57:57 +02:00
New snapping mode. Rotation snaps to unknown points.

Snap indication has been planned blender/blender#107054 (comment)

Paul Kotelevets commented on pull request blender/blender#104443 2023-06-03 13:48:53 +02:00
Transform: add feature to edit the 'Snap Base'

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…

Paul Kotelevets commented on pull request blender/blender#104443 2023-06-01 04:37:28 +02:00
Transform: add feature to edit the 'Snap Base'

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…

Paul Kotelevets commented on pull request blender/blender#104443 2023-05-31 16:36:52 +02:00
Transform: add feature to edit the 'Snap Base'

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

Paul Kotelevets commented on issue blender/blender#108404 2023-05-31 12:28:15 +02:00
Add support for "Channels" to the Color Attributes

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…

Paul Kotelevets commented on issue blender/blender#108404 2023-05-30 11:59:11 +02:00
Add support for "Channels" to the Color Attributes

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?

Paul Kotelevets commented on issue blender/blender#99275 2023-05-24 16:03:45 +02:00
Outliner: Double click on icon to select contents/hierachy

Yes, since cumulativity assumes cross-hierarchical structures, it creates different corner cases that need to be taken care of.

Paul Kotelevets commented on issue blender/blender#107253 2023-05-20 02:40:14 +02:00
UV Editor Snap Active to Vertex is Not Working

For UV (2D) editing snapping to closest vertex is the most commonly used and works pretty well.