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overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
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asset-shelf
brush-assets-project
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temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
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temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
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tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
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tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
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temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
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tmp-vector-template
drw-gpu-wrapper
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temp-T94185-id_remapping-experiment-a
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nurbs-opencascade
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soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
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tmp-vulkan
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node-tree-update-refactor
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geometry-nodes-level-set-nodes
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studio-sprite-fright
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asset-browser-snap-dragging
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soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
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xr-controller-support
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cycles-x
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fluid-mantaflow-gpu
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T90952
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grab_walk_fix
soc-2021-adaptive-cloth
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refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
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tmp_arcpath-D11868
refactor-vertex-group-names
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wintab_fallback_walknav
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fixed_width_integers
lineart-bvh
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temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
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lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
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override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
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blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
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fracture_modifier
temp-point-distribution-refactor-experiment
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vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
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mesh-to-volume-modifier
blender-v2.90-release
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property-search-ui-v2
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newboolean
fail-on-memleak
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property-search-ui
temp-ui-button-type-refactor
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particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
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functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
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temp-D5423-update
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blender-v2.80-release
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blender2.7
collada
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temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
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hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
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temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
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tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
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temp-unified-collections
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tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
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soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
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temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
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missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
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texture_nodes_refactor
input_method_editor
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terrible_consequencer
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blender2.4
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tile
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cycles
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Reference: blender/blender#63743
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Animators in the Blender studio requested to show the gizmo while transforming since it can be helpful to see the axis.
This could be optional since you might not always want to see the gizmo.
Added subscriber: @ideasman42
blender/blender-addons#85457 was marked as duplicate of this issue
#82009 was marked as duplicate of this issue
#73844 was marked as duplicate of this issue
#73684 was marked as duplicate of this issue
#67825 was marked as duplicate of this issue
Added subscriber: @TheRedWaxPolice
Wonderful. I miss that functionality from other packages.
Added subscriber: @Regnas
Awesome awesome awesome.
Too bad it's low priority. This is highly needed.
Also, since the gizmo stays visible when transforming, there's no need to display those infinite axis lines. I always wondered if there was a way to turn those lines off.
Anyway, can't wait to see it working.
Added subscribers: @hopeinformer, @runswithfork, @GavinScott, @AbidMaqbool
Added subscriber: @WilliamReynish
Upping this to medium priority, since we hear loads of requests for this. Especially with the viewpoint gizmo, you don't expect part of the UI to disappear while transforming.
Added subscriber: @KalyanS
Hi, I'd like to work on this if that's ok. Any pointers on where the related code is/how to accomplish this? Also, should jut the gizmo be visible or do we want to keep all the UI items visible?
Added subscriber: @JulianEisel
@KalyanS I wouldn't recommend this for someone just getting into Blender development, this is a harder task than it appears to be. Issue is a) getting the updated transform data (previously you had to force an update of the object matrices to solve this, potentially duplicating work with viewport drawing - the new depsgraph might make this simple to solve), and b) efficiently recalculating the gizmo position (calculating its position with 1000's of vertices selected can be expensive).
@JulianEisel I think in most other apps, the gizmo transform isn't inferred from the transformed elements - if anything it's the other way around. Just like the mouse cursor location isn't derived from the transformed items, but the items are transformed based on the cursor movement.
In Blender, the gizmos transform seem to be handled backwards.
Added subscriber: @ThatAsherGuy
P1227 is a quick and dirty hack that keeps the transform gizmo visible during modal events. All I've really does is comment out the bits of code that explicitly disable the transform gizmo during modals, and add the
WM_GIZMOGROUPTYPE_DRAW_MODAL_ALLflag to its gizmo group to keep it from disabling the viewport navigation gizmo.Should I find a less expensive way to do this? @JulianEisel, your comments about the complexity of the task have me wondering if there's something I've missed.
@ThatAsherGuy the issue is not so much getting them to show. If we show them, we need to make sure the position is updated correctly though and with the current code design that may be an expensive operation to do. We may have to iterate over thousands of objects or vertices each redraw (so each time the mouse moves slightly) and calculate the centroid.
That is added to the work the transform operator already does. The gizmos can currently not access the transform operator data, which is the only place containing the transform deltas. To solve this in an efficient way, the transform manipulator would need access to these deltas somehow, which may require some refactoring.
Added subscriber: @yanguang
@JulianEisel although arguably we shouldn’t even need to recalculate the gizmo positions during transform, based on the transformed data. Doing so would be slow and seems unnecessary. Instead, the gizmos could simple be transformed independently, surely?
I tried @ThatAsherGuy’s patch and could not really notice any problems, nor any apparent slowdown. Are there any concrete examples why that would not be sufficient?
Added subscriber: @Debuk
@JulianEisel I also think such a recalc is unneccessary. A change for a centroid's position that differs from the transform itself is just neccessary if the considered elements change their relative position to each other. That's neither the case for multiple objects nor face, edge or vertex positions. Also in the case of proportional editing the selected elements keeps their relative positions and the unselected transformed ones are not relevant for the gizmo. So I also don't see a concrete cae for a recalc needed. Perhaps we are overlooking a special case, but shouldn't that be treated as a special case for the sake of performance anyway then? So if such a case exists we could also deactivate the cursor for that case until it can be adressed.
@WilliamReynish there are a few things that may affect transform though, that the independent gizmos would have to respect too: precision ({nav Shift}-) dragging, snapping, changes in axes constraints, etc. Basically all options the user can change while transforming affect the transform value, so the gizmos would have to respect them too. AFAIK Anthony tried getting this approach to work during Gooseberry, but decided that it's not a good idea.
@Debuk I considered that too (calculating the delta transform based on the first selected item found) but that won't work reliably either. There are cases were different selected items transform differently. E.g. in object mode, individual objects can have different axes locked, so while one object is free to move in any direction, another may have the X and Y axes locked. You can't lock vertices in edit mode, but there are still cases when they may transform differently. Like if a mirror modifier is applied with clipping enabled. Note how the left vertices don't move and could therefore not be used to calculate the transform delta:
recording.mp4
@JulianEisel Ok, you're right,that are indeed cases I've overlooked.
But it made me think about what's the expected behaviour in these specialcases. Did you discuss these specialcases internally already?
Is it really a good idea to calculate the centroid in these cases? Sure a gizmo is expected to be there at the start, but I think while the mouse is moved the gizmo should continue to be transformed linear extrapolated along the the current intended movement direction (restricted or not), it should rather visualize the current "target" position, regardless if that's reachable for individual verts or not. In the case you demoed ( or a subdivided version of it) a gizmo would slow down the more points converge into the mirrorplane.
Personally I think that would feel strange during a drag.
As a positive sideeffect you would also not have to do such potentially heavy calculations in realtime while the drag is done. And when the mouse is released, the gizmo would be placed exactly where it is in the current implementation.
Overall it would be comparable to the current possible offset between the mouse cursor and the gizmo if eg the cursor is moved along the x axis while the mouse is also moved vertically just that it would be an "offset" between the verts and the gizmo.
Anyhow. This still would need access to the transform delta.
Added subscriber: @CobraA
I know this is maybe too early to discuss but i hope you guys take into account the sensitivity when draggin from the Gizmos axes, they're super sensitive when it's close to the origin and maybe we can get a better color highlighting along the way too, I can't see the axes highlight except for the white circles : (
We could follow the mold set by
drawDial3d()and build a secondary modal-only gizmo. It'd take some grunt work, but it wouldn't be conceptually complex and it'd give us a way to tune how the gizmo looks and feels in-motion. P1227 isn't a plug-and-play option for transforms using normal orientation or rotations around the bounding box center, in any case; won't take much for us to end up with enough modal-only logic to merit making a separate gizmo.Added subscriber: @unimbox
Added subscriber: @bblanimation
Added subscriber: @Jaye.Antoni_Whyldz
Added subscriber: @seviscache
I understand that Gizmo is a visual representation of the transformation, as they mention, having another gizmo or an object that looks like the gizmo that copies the transformations of the selection?
Added subscriber: @Schiette
Added subscriber: @Aurontwist
Added subscriber: @Adam.S
Hello Developers.
Someone has pointed me to this task awhile ago, not sure if it's the appropriate place to ask for improvements but i had made a thread about it on BlenderArtists if you can kindly check it out.
https://blenderartists.org/t/blenders-3d-manipulators-for-animators/1199990
It's aligned with this project and the main points are.
Added subscriber: @hadrien
To me it seems the gizmo just needs to follow the input transform values. @JulianEisel in your example, showing the gizmo while transforming and continually updating its position to match the selection's center of mass would probably look like it's lagging behind the mouse cursor. In my opinion as an artist, it seems okay to update it according to the input transform values while the operator is running, and then recalculate its position once the transformation is done (just like we do now).
Added subscriber: @xan2622
Added subscriber: @ThinkingPolygons
@JulianEisel There's really nothing that can be done for it to work at least in sculpt mode for the time being?
This functionality is really crucial there. 🙁
Added subscriber: @counteragent
Added subscriber: @Russ1642
Added subscriber: @HooglyBoogly
@HooglyBoogly I heard you're now doing UI work, so I hope you can tackle this precious task. I think you got the skills, am I right? hehehe
And sorry for the ping. 😛
Added subscriber: @ckohl_art
Papercut?
This issue really looks a lot more serious than that.
It really baffles me why it'snot done like any Standard DCC even Marmoset toolbag, UE4, Unity... have standard transform gizmos that are even good for animating & sculpting, i guess this is the curse of open source every important feature is pushed back just like OpenSubdiv on GPU which we have been waiting for more than a year to see it brought back.
Added subscriber: @RedMser
It looks like we're going to wait for another "big milestone" (many years from now ) before we can see this in Blender, similar to moving the origins. which took like what! 10 years or more 😞
@CobraA @Adam.S Please don't destroy my hopes guys 😂 my fingers are crossed day and night for this. 🤞
That's the best thing since sliced bread
Added subscriber: @DrMc
Added subscribers: @Hunanbean, @rjg
Added subscriber: @TRBRY
Added subscriber: @hadouken
Added subscriber: @feldlaufer-4
Added subscriber: @derksen
This issue was referenced by
648350e456Changed status from 'Confirmed' to: 'Resolved'
Added subscriber: @Royston
Would be nice to see this working again like it used too. At the moment it seems you cannot keyframe an object by moving it around by hand. (pressing play and autokey in the timeline) Or at least an option to turn on manipulators visibility during anim playback.
Added subscriber: @MatBrady
This add-on which was released only in the last couple of weeks, actually solves this issue in a more elegant way. You don't want to see the gizmo while you're in modal operations, but this add-on allows both.
https://blendermarket.com/products/gizmodal-ops
Mmmm, this seems like half done stuff, not so good at all.
It needs a redesign to be more user friendly, u should take inspiration from what it works in other DCCs and make them fit within blender style instead of just a quick fix that makes it too messy :(
Added subscriber: @SpectreFirst
I see that this function was implemented in 3.0 ("Navigation gizmos no longer hide when using modal operators (
917a972b56)") but I have a question - is it possible to disable this and bring back the old behavior when only an axis was visible during movements? The reason why I'm asking this is because sometimes it becomes very uncomfortable to work with manipulator gizmo because it starts to obstruct small details and it becomes harder to see what you are doing. Logically there should be an option like "Persistent Gizmo" or something like that somewhere in Preferences but I couldn't find it anywhere.