Paul Kotelevets 1D_Inc
  • Joined on 2015-01-16
Paul Kotelevets commented on issue blender/blender#119139 2024-03-10 07:54:25 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

I guess such a solution may interest @ideasman42, since he also tried to handle this issue.

Paul Kotelevets commented on issue blender/blender#119139 2024-03-09 14:37:43 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

@PratikPB2123 It looks I caught an issue - the problem is that descending order rule also follow outer stack naming, which could be considered as a violation of a non-silent behaviour.

If you…

Paul Kotelevets commented on issue blender/blender#119139 2024-03-08 06:41:29 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

Technically, stack mechanics is not a problem, but a solution to the problem which, for example, is not solved in Maya yet, and more likely will never be solved in 3dsmax. It has simple (but not…

Paul Kotelevets commented on issue blender/blender#119139 2024-03-07 11:41:16 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

I'm not sure why you're relating this fix with Maya.

I can try to explain if you don't mind. Any user is represented by attribution (practical are where software is used) and background…

Paul Kotelevets commented on issue blender/blender#119139 2024-03-07 10:55:50 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

Yes, stack mechanics it is related to UI/UX in the context of a copies datahandling. It allow to flexibly manage copies.

Paul Kotelevets commented on issue blender/blender#119139 2024-03-07 09:39:46 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

Quotation from the task:

This last case is bad/dangerous imho, as we are silently renaming some data without let it know to the user. Here is how to reproduce (seems order of renaming and name…

Paul Kotelevets commented on issue blender/blender#119139 2024-03-07 05:45:28 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

@PratikPB2123 because the logics is different. There is a difference between indexed (with numeric suffix - such as NAME.001) and not indexed names (without numeric suffix - such as NAME) Non…

Paul Kotelevets commented on issue blender/blender#119139 2024-03-07 05:11:09 +01:00
Allow name-swapping in some cases when renaming IDs from the UI

Though this was an intentional change to avoid changing the names of non-selected IDs: 195bb4f8f5

Sounds like fixing broken nail with finger amputation. We need that functionality to handle…

Paul Kotelevets commented on pull request blender/blender#118968 2024-03-06 00:50:59 +01:00
WIP: Shift Extrude and Duplicate of meshes and objects

For sure, it would be nice to implement regular duplication and extrude functionality now, since Blender is ready for that, at it will not take much efforts, but it would be nice to have duplicate…

Paul Kotelevets commented on pull request blender/blender#118968 2024-03-05 07:31:24 +01:00
WIP: Shift Extrude and Duplicate of meshes and objects

ALT+gizmo isn't great, as it might mess with peoples navigation which is used extremely often.

Can you please explain which way, I am not sure if I got this point right.

Paul Kotelevets commented on pull request blender/blender#118968 2024-03-05 00:01:17 +01:00
WIP: Shift Extrude and Duplicate of meshes and objects

I do strongly believe "Shift" being Extrude and duplicate, is far more useful to more users that the "Axis Plane Swap", as there mouse can easily push the gizmo plane.

Sure! This is why…

Paul Kotelevets commented on pull request blender/blender#118968 2024-03-03 16:17:51 +01:00
WIP: Shift Extrude and Duplicate of meshes and objects

Ctrl for snapping is not hardcoded, but is already occupied in transform modal map. Gizmo interactions are hardcoded, so its reasonable to use modifier keys, unoccupied in transform modal map.

Paul Kotelevets commented on pull request blender/blender#118968 2024-03-03 06:40:21 +01:00
WIP: Shift Extrude and Duplicate of meshes and objects

If previous functionality (locking plane) was hardcoded it seems to be safe to provide the proposed substitution in hardcoded form, since the list of a functionality to satisfy is pretty much…

Paul Kotelevets commented on pull request blender/blender#118968 2024-03-02 01:26:54 +01:00
WIP: Shift Extrude and Duplicate of meshes and objects

Nice to see an implementation. Is linked data duplicating (alt+D by default) is supposed to be supported as well?

Paul Kotelevets commented on issue blender/blender#109484 2024-02-27 05:17:11 +01:00
"Emulate 3 Button Mouse" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects

Laptop specific keymap will disallow to transfer keymaps between devices, so you will have to configure them from scrach each time.

Using Alt+RMB as an optional alternative instead of Alt+LMB…

Paul Kotelevets commented on issue blender/blender#93551 2024-02-26 18:16:35 +01:00
Mesh Normals and Auto Smooth in 4.1

Well, any generative approach will be useful, but only for generative workflows.

Paul Kotelevets commented on issue blender/blender#69323 2024-02-24 06:30:34 +01:00
Remove/Update "Emulate Middle Mouse" preference

Indeed, alt+LMB has lots of collisions, and alt+RMB has much less of them (mostly stencils controls), could be a viable solution.

Paul Kotelevets commented on issue blender/blender#109484 2024-02-24 05:50:44 +01:00
"Emulate 3 Button Mouse" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects

Originally all the other software has cloned AutoCAD solution for viewport orbiting via alt, which was designed to fit 2d drafting (the original purpose of AutoCAD where it is commonly used till…

Paul Kotelevets commented on pull request blender/blender#113122 2024-02-17 01:57:30 +01:00
WIP: UI: Refactor menus in Edit Mode

As far as I remember, the main challenge was not to design menus themselves, but make them feel natural - like correspond to the way operators actually works.

For example, same correspondance…