Paul Kotelevets 1D_Inc
  • Joined on 2015-01-16
Paul Kotelevets commented on pull request blender/blender#117669 2024-02-16 14:55:50 +01:00
Anim: Graph Editor - automatically lock key translation to a single axis

I think it is the most worthful behaviour. For example, the same way holding ctrl temporarily enables snaping if it is disabled and vice versa - which is very useful in practice.

Paul Kotelevets commented on issue blender/blender#118132 2024-02-13 08:04:48 +01:00
Modeling: the Undo command resets the Cursor to the origin when using Legacy Undo system

Aw, that explains a lot. Thank you for clarification!

Paul Kotelevets commented on issue blender/blender#118132 2024-02-12 21:47:11 +01:00
Modeling: the Undo command resets the Cursor to the origin when using Legacy Undo system

Indeed, 3d cursor is a system which is supposed to be used with direct user input only, since its location has to be totally predictable.

Paul Kotelevets commented on issue blender/blender#109484 2024-02-12 21:41:24 +01:00
"Emulate 3 Button Mouse" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects

@LukasWieg I mean that Oskey is quite challenging to reassingn in OS. Also some laptops has only one Oskey near right ctrl, and doesnot have left one.

Paul Kotelevets commented on pull request blender/blender#117669 2024-02-08 18:38:50 +01:00
Anim: Graph Editor - automatically lock key translation to a single axis

For example in object mode RR already works like that - first R starts viewport restricted rotation and second R disables restriction. Quite common behaviour, feels pretty nice.

Paul Kotelevets commented on pull request blender/blender#117669 2024-02-07 19:46:27 +01:00
Anim: Graph Editor - automatically lock key translation to a single axis

It would be nice to have double G press (GG) assigned to temporal restriction eliminating

Paul Kotelevets commented on pull request blender/blender#113122 2024-02-02 15:27:48 +01:00
WIP: UI: Refactor menus in Edit Mode

So this PR is trying to make this more obvious. The vert/edge/face selection modes and menus are not important for the operations themselves.

You can try to do the transpose for sure,…

Paul Kotelevets commented on pull request blender/blender#113122 2024-02-02 15:20:09 +01:00
WIP: UI: Refactor menus in Edit Mode

Each system has an imprint of how it was originally created, so I have an assumtion which looked convincing.

In the most mesh modeling software mesh engine has been created from operators…

Paul Kotelevets commented on pull request blender/blender#113122 2024-02-02 14:36:18 +01:00
WIP: UI: Refactor menus in Edit Mode

At the system design level what this PR does is transposing domain-function menu matrix in function-domain form.

Function-domain form assumes that there are no domain-specific functions and…

Paul Kotelevets commented on pull request blender/blender#113122 2024-01-31 21:10:34 +01:00
WIP: UI: Refactor menus in Edit Mode

Because these can't easily be categorized into a strict domain type.

That depicts that these operations do not have a domain type, effectively separating them from those that do.

Paul Kotelevets commented on pull request blender/blender#113122 2024-01-31 19:34:20 +01:00
WIP: UI: Refactor menus in Edit Mode

Technically

There are many examples where you have to look in the wrong menu by the mindset you mentioned:

  • Rip selected Edge Loop = Vertex -> Rip Vertices Yes, because it rips…
Paul Kotelevets commented on pull request blender/blender#113122 2024-01-31 18:25:00 +01:00
WIP: UI: Refactor menus in Edit Mode

Not entirely sure if a problem this PR is supposed to solve exists in practice.

Since the selection in Blender is convertible (vertices selection forms edges and faces selection), current…

Paul Kotelevets commented on pull request blender/blender-addons-contrib#17 2024-01-14 20:59:44 +01:00
New addon: Import Autodesk .max

Interesting! Can you provide a link to a new PR here?

Paul Kotelevets commented on issue blender/blender#114244 2024-01-13 07:29:40 +01:00
Regression: Smooth operators destroy manual sharp seams.

Gamedev modeling is a nice example of a workflow where switching between smooth and flat shading is needed very often for different purposes (viewing, editing and baking), so having smooth shading…

Paul Kotelevets commented on pull request blender/blender#115968 2023-12-28 11:06:02 +01:00
UI: Set Initial Background Color Darker

With the popularity of dark themes, and the fact that our default theme is dark

Funny

Paul Kotelevets commented on pull request blender/blender#105120 2023-12-17 02:45:24 +01:00
Animation: Remove collection hotkeys from pose mode

@vasiln anticipation is a nice goal to follow for sure, but perception is the only speed that allow to reach stable predictable results by avoiding possible missclicks because of s proper amount…

Paul Kotelevets commented on pull request blender/blender#105120 2023-12-14 10:38:58 +01:00
Animation: Remove collection hotkeys from pose mode

The problem of a pie menus is that it disallow to obtain information about current visibility combination fast enough, it takes much more efforts to read circular-shaped UI which distracts from…

Paul Kotelevets commented on issue blender/blender#93551 2023-12-14 10:33:14 +01:00
Mesh Normals and Auto Smooth in 4.1

Tweakable angle-based smoothing is important for linear/CAD, hardsurface and organic modeling domains, since provide visual feedback about surface curvature.

Paul Kotelevets commented on pull request blender/blender#105120 2023-12-12 14:12:07 +01:00
Animation: Remove collection hotkeys from pose mode

Switching from dynamic context system (32-slots box) to static context system (bone collections) is a long awaited progress for sure. However, like it was before with regular collections,…

Paul Kotelevets commented on pull request blender/blender#105120 2023-12-11 18:50:36 +01:00
Animation: Remove collection hotkeys from pose mode

It is a complex system design level problem with no simple solution the discussion of which goes in many different places for many years.