Paul Kotelevets 1D_Inc
  • Joined on 2015-01-16
Paul Kotelevets commented on pull request blender/blender#105120 2023-12-10 15:25:08 +01:00
Animation: Remove collection hotkeys from pose mode

I think it was trying to preserve.

It looks like if developers tried to preserve a system they dont know how to use.

Pie menus

This is not the way quick combinatorial acces in dynamic…

Paul Kotelevets commented on pull request blender/blender-addons#104995 2023-11-28 13:57:30 +01:00
new bmesh refresh method

Looks interesting. Indeed, there was a need for toggling in many cases.

Paul Kotelevets commented on pull request blender/blender#105120 2023-11-24 17:49:41 +01:00
Animation: Remove collection hotkeys from pose mode

I used hotkeys to control armature layer visibility frequently. This is because complex rigging belongs to multiref-related workflows, quick access slots system (slots UI and hotkeys) is…

Paul Kotelevets commented on issue blender/blender#55099 2023-11-08 09:30:12 +01:00
Collections (parent task)

Text Info shows last Collection selected as the Collection for the next object selected instead of the Collection to which it belongs. This is true in latest 3.3.65 official and daily, as well…

Paul Kotelevets commented on issue blender/blender#99275 2023-11-03 16:09:59 +01:00
Outliner: Double click on icon to select contents/hierachy

I thought about interoperability solutions for a while, and has come to conclusion that doubleclick is a nice mechanics for selecting a single collection, since such an action is imperative, but…

Paul Kotelevets commented on pull request blender/blender#114333 2023-11-02 00:03:04 +01:00
UI: Snap Menu - Match the symbols we use in the viewport

I like both minimalistic style of a proposed icons and their correspondance to the viewport.

Paul Kotelevets commented on pull request blender/blender#114333 2023-11-01 05:00:40 +01:00
UI: Snap Menu - Match the symbols we use in the viewport

All of the vertex, edge, face selection icons are not related to snaps.

Paul Kotelevets commented on issue blender/blender#113356 2023-10-29 05:59:32 +01:00
Add option "Auto Add Fake User" to user preferences

So, if you have 10 projects, in some you have to save materials, in some you have to save only textures and in some you have to save only geonodes but not the others, it could not be considered…

Paul Kotelevets commented on issue blender/blender#113356 2023-10-26 03:18:58 +02:00
Add option "Auto Add Fake User" to user preferences

And if you are a freelancer who work with several companies with different requirements (different options set), would not be that mind messing?

Paul Kotelevets commented on issue blender/blender#113356 2023-10-19 02:44:54 +02:00
Add option "Auto Add Fake User" to user preferences

Would you like to turn it off if there would be such an option?

Paul Kotelevets commented on issue blender/blender#113356 2023-10-19 02:13:46 +02:00
Add option "Auto Add Fake User" to user preferences

Because if data is autofaked during collaboration the data is supposed to be shred by other user or all the participants are supposed to live in massive dump of someone's data.

Paul Kotelevets commented on issue blender/blender#113356 2023-10-19 01:31:31 +02:00
Add option "Auto Add Fake User" to user preferences

The problem of such kind of a solutions is that they fit personal use only. Proper solution which could satisfy collaboration is still unknown.

Paul Kotelevets commented on issue blender/blender#107094 2023-10-13 12:37:58 +02:00
UI: Headers and status text display

I think that the main problem of overlays is that they are compatible with limited workflow range, addons that use overpays like hops or decal machine are designed for quite specific goals, so…

Paul Kotelevets commented on issue blender/blender#112739 2023-10-10 17:14:11 +02:00
Geometry being selected even though it is occluded by objects out of editing

Some time ago a special retopology shading has been added, it allow to see deeper than surface of a retopied object (which represents an object outside of edit mode, like here), and the ability to…

Paul Kotelevets commented on issue blender/blender#112739 2023-10-10 10:20:31 +02:00
Geometry being selected even though it is occluded by objects out of editing

The current behavior of ignoring objects outside of edit mode seems arbitrary.

It is not very clear from the description. As far as I remember, taking into account surfaces of objects…

Paul Kotelevets commented on issue blender/blender#112739 2023-10-09 18:21:38 +02:00
Geometry being selected even though it is occluded by objects out of editing

@mano-wii i there was a lot of discussions about occluded selection, and even a separate research made by Lcas with a special build.

Paul Kotelevets commented on pull request blender/blender#111431 2023-09-28 07:34:11 +02:00
UI: Improve Mesh Edge Highlighting

Here is the comparison I made to make sure we discuss the same thing.

Paul Kotelevets commented on pull request blender/blender#111431 2023-09-28 05:21:17 +02:00
UI: Improve Mesh Edge Highlighting

also changed the face selection color to be less red as asked by @1D_Inc

Red (grapefruit) orange color has less energy than orange orange, I've been struggling with detecting the selection…

Paul Kotelevets commented on pull request blender/blender#111431 2023-09-26 09:09:56 +02:00
UI: Improve Mesh Edge Highlighting

I tested the latest build (win version has been updated) and found it pretty solid. I am not sure about brown-reddish tones in vertices mode by default, since I find them [hard to detect](https://…

Paul Kotelevets commented on issue blender/blender#108404 2023-09-26 03:20:51 +02:00
Add support for "Channels" to the Color Attributes

From what I understand from the comments made, it seems to be a question of "is this just a single studio request for some obscure tool" or something. Is that correct?

It is the opposite. I…