Adjusting hotkey behavior for bone (de)selection. #120412

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opened 2024-04-08 21:28:47 +02:00 by Rik Schutte · 2 comments

This proposal has been discussed on the blender.chat animation module channel and requested to make into a design task.

Current issue:
Deselecting bones in the viewport can currently be done with:

  • a 2 click solution: shift + LMB/RMB to select active object, shift + LMB/RMB again to then deselect active object.

  • cntrl + LMB/RMB + drag (box/lasso selection) over the targeted bones.

The workflow above seems to be rather cumbersome (2 clicks/actions for activating and deselecting a bone) or not precise enough with the box selection. It also lacks consistency, whereas Cntrl is only used when drag-deselecting, but completely ignored when click-deselecting.

Proposed solution

Simplifying shift + LMB/RMB by removing its 'deselection' functionality. This way it will only be used for adding bones to selection and making a bone the active object.
Switching single bone deselection to 'Cntrl + LMB/RMB', to be more consistent with the cntrl + LMB/RMB + drag behavior (deselecting bones within drawn box/lasso area).

Current hotkey behavior: (Both for RMB and LMB selection preferences)

LMB= selects a bone
LMB + drag = box/lasso selects bones within drawn area.
shift + LMB = adds bone to selection. If already selected, it first makes it 'active object'. then after repeating this hotkey, it deselects the bone.

The proposed hotkey behavior: (Both for RMB and LMB selection preferences)

LMB = selects a bone. (same as before)
LMB + drag= box/lasso selects bones within area.(same as before)
shift + LMB= adds bone to selection, and/or sets active bone but NOT deselect it when clicking twice.
cntrl + LMB = deselects bone.
cntrl + LMB + drag= deselects bones within drawn box/lasso area. (current behavior)

_This proposal has been discussed on the blender.chat animation module channel and requested to make into a design task._ **Current issue:** Deselecting bones in the viewport can currently be done with: - a 2 click solution: `shift + LMB/RMB` to select active object, `shift + LMB/RMB` again to then deselect active object. - `cntrl + LMB/RMB + drag` (box/lasso selection) over the targeted bones. The workflow above seems to be rather cumbersome (2 clicks/actions for activating and deselecting a bone) or not precise enough with the box selection. It also lacks consistency, whereas Cntrl is only used when drag-deselecting, but completely ignored when click-deselecting. **Proposed solution** Simplifying `shift + LMB/RMB` by removing its 'deselection' functionality. This way it will only be used for adding bones to selection and making a bone the active object. Switching single bone deselection to 'Cntrl + LMB/RMB', to be more consistent with the `cntrl + LMB/RMB + drag` behavior (deselecting bones within drawn box/lasso area). **Current hotkey behavior: (Both for RMB and LMB selection preferences)** `LMB`= selects a bone `LMB + drag` = box/lasso selects bones within drawn area. `shift + LMB` = adds bone to selection. If already selected, it first makes it 'active object'. then after repeating this hotkey, it deselects the bone. **The proposed hotkey behavior: (Both for RMB and LMB selection preferences)** `LMB` = selects a bone. (same as before) `LMB + drag`= box/lasso selects bones within area.(same as before) `shift + LMB`= adds bone to selection, and/or sets active bone but NOT deselect it when clicking twice. `cntrl + LMB` = deselects bone. `cntrl + LMB + drag`= deselects bones within drawn box/lasso area. (current behavior)
Rik Schutte added the
Type
Design
label 2024-04-08 21:28:47 +02:00
Iliya Katushenock added this to the Animation & Rigging project 2024-04-08 21:44:48 +02:00
Sybren A. Stüvel added the
Module
Animation & Rigging
label 2024-04-09 12:03:26 +02:00
Member

This looks good to me, the sooner we can have a "test build" to allow people to try it and see if it feels right, better, easy, I think the better but on paper less clicks and more consistent would be better

This looks good to me, the sooner we can have a "test build" to allow people to try it and see if it feels right, better, easy, I think the better but on paper less clicks and more consistent would be better
Sybren A. Stüvel self-assigned this 2024-04-23 12:40:51 +02:00

Going over the details, I think this needs some clearing up.

Current hotkey behavior: (Both for RMB and LMB selection preferences)

LMB= selects a bone

Hmmm nope. In "right-click select" (RCS) mode, you need RMB to select the bone. LMB will place the 3D cursor.

LMB + drag = box/lasso selects bones within drawn area.

This does work like that, so it's always LMB regardless of which button you select with. At least when the Select Box tool is active in the toolbar (which AFAIK is the default).

shift + LMB = adds bone to selection. If already selected, it first makes it 'active object'. then after repeating this hotkey, it deselects the bone.

This doesn't work like that in RCS mode either. In Armature Edit mode, shift + LMB doesn't do anything. shift + RMB will select a chain of bones, from the active bone to the clicked bone. In Pose mode it does work as you describe, except it uses shift + RMB instead.

I think it would be clearer to start the description with an introduction of the "selecting mouse button" (SMB), which is either LMB or RMB depending on your right/left click select preference.

Also this proposal should be explicit about which bones it's talking about, because of the differences between edit & pose modes. Should these modes work consistently? Or are there different needs for animators & riggers here? Selection in armature edit mode is going to be slightly different anyway, because of the three parts of the bone that can be selected (tip, head, bone) compared to pose mode (only bone).

The bigger issue is that, when the description is unclear / ambiguous about the existing behaviour, it means that the proposed behaviour is unclear as well. Since it's not just "swap LMB for RMB for RCS mode", I think expressing it in terms of SMB, or LMB/RMB when they're always left/right regardless of preference, will help a lot.

This level of precision is a necessity for any developer to be able to implement the proposal.

Going over the details, I think this needs some clearing up. > **Current hotkey behavior: (Both for RMB and LMB selection preferences)** > > `LMB`= selects a bone Hmmm nope. In "right-click select" (RCS) mode, you need `RMB` to select the bone. `LMB` will place the 3D cursor. > `LMB + drag` = box/lasso selects bones within drawn area. This does work like that, so it's always `LMB` regardless of which button you select with. At least when the Select Box tool is active in the toolbar (which AFAIK is the default). > `shift + LMB` = adds bone to selection. If already selected, it first makes it 'active object'. then after repeating this hotkey, it deselects the bone. This doesn't work like that in RCS mode either. In Armature Edit mode, `shift + LMB` doesn't do anything. `shift + RMB` will select a chain of bones, from the active bone to the clicked bone. In Pose mode it does work as you describe, except it uses `shift + RMB` instead. I think it would be clearer to start the description with an introduction of the "selecting mouse button" (`SMB`), which is either `LMB` or `RMB` depending on your right/left click select preference. Also this proposal should be explicit about which bones it's talking about, because of the differences between edit & pose modes. Should these modes work consistently? Or are there different needs for animators & riggers here? Selection in armature edit mode is going to be slightly different anyway, because of the three parts of the bone that can be selected (tip, head, bone) compared to pose mode (only bone). The bigger issue is that, when the description is unclear / ambiguous about the existing behaviour, it means that the proposed behaviour is unclear as well. Since it's not just "_swap `LMB` for `RMB` for RCS mode_", I think expressing it in terms of `SMB`, or `LMB`/`RMB` when they're _always_ left/right regardless of preference, will help a lot. This level of precision is a necessity for any developer to be able to implement the proposal.
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Reference: blender/blender#120412
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