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overlay-next
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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
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
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
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xr-dev
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bevelv2
soc-2022-soft-bodies
arcpatch-D16436
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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
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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
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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
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temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
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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
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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
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cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
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lineart-cas-2
temp-T97272
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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
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temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
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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
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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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draw-viewport-data
temp-T94900-b
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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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T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
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node-tree-update-refactor
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studio-sprite-fright
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asset-browser-snap-dragging
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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
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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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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
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profiler-editor
FixT87160_DSE_Channel_Selection
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geometry-nodes-curve-support
info-editor-cpp
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virtual-array-attributes
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spreadsheet-active-node
ui-asset-view-template
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override-outliner-view
temp-geometry-nodes-processor-prototype
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blender-v2.92-release
usd-importer-T81257
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override-refactor-tmp-2
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T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
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temp_T76472_graph_editor_fcurve_extrapolation
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eevee-dof-refactor
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df0bce3f7d0
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blender-v2.91-release
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fracture_modifier
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vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
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geometry-nodes
soc-2020-testing-frameworks
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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
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temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
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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
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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
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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
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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
soc-2018-npr
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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
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hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
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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
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soc-2017-sculpting_improvements
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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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One of the major issues with the tool system, is that switching tools isn't easy enough using the keyboard with the default keymap.
We would like to introduce a way to make the keyboard shortcuts switch tools, without having to click on the toolbar, or opening menus. Here's how we think we can solve it:
We want to leverage muscle memory for shortcuts users already know, such as G, R, S for the transform tools, as well as K for Knife, Alt-S for Move Along Normals, and so on.
Leader Keys
To do this, we use the concept of leader keys (also known as chained keys). This makes it so that tapping (but not holding) a modifier will change the following shortcut. In this case we think we will use Alt to switch tools.
In practice, this means users will tap Alt, then G to switch to the Move tool, and so forth.
Visual Feedback
We want to make it obvious that a leader key has been entered, so that users know that the following key stroke will differ from normal. We do this in a few ways:
Status Bar
Here we can see the leader key, plus the shortcuts:
{F7753731, size=full}
Toolbar
After the leader key is pressed, we can also display the hotkeys inside the toolbar buttons. This gives a more direct association with the tools in the toolbar and their corresponding shortcut.
{F7753735, size=full}
Implementation
Precedents
Added subscriber: @WilliamReynish
Added subscriber: @JulienKaspar
Added subscriber: @ThatAsherGuy
Is the end goal a true vim-style leader key system, or a version of the
wm.toolbaroperator that uses UI overlays instead of a popover?Added subscriber: @Harley
I'm sure you have thought of this, but as described there might be some issues caused by toolbars being per-editor, while the status bar is global. And other related problems caused by the leader key being a press rather than a hold.
Since we are talking about using the tap of a key rather than holding it as a modifier, how long do you wait for the next key? Since the leader key press is transitory, not a hold, when does the following state happen exactly? Is this shown immediately after pressing of Alt or on release? If on release how long does it wait? What if you move your mouse to a different editor? What if you press something else?
If I just press Alt does it wait forever and seem broken if I don't hit one of the allowed keys? Does it time out? Or do I have to hit Esc to exit the mode? If I hit some other key, like "E", does it cause an error message, ignored, or cancel the mode?
@Harley edited the task to include exact behavior, see "Implementation"
@ideasman42 - yes, thanks! Wasn't trying to shit on it, just trying to think it through.
Hmmm, although... seeing that "Alt", "G", "R", and "S" makes me think it might be nice to have outline and background color added to uiFontStyle. Might be a better way of doing that than the event icons since those have to be fixed width.
Added subscriber: @hlorus
Added subscriber: @BrendonMurphy
Don't all tools have hotkeys already? How would addons be affected?
Maybe an Alt/T menu is needed for people who map the spacebar to other than Tools?
Currently it's easy to press spacebar for the menu, then use the hotkeys after for speed/non mouse move.
Is all this dressing really needed? Isn't there enough ui confusion to look at before adding more?
Maybe I'm misunderstanding things here.
While it's definitely important to be able to easily access tools i'm not sure about that solution. I don't see why it's necessary to have a whole new UI concept only to be able to do 2 things that are ment to do the same task:
I'd prefer tools to be directly activated (like in: D4603) and let them behave slightly different when activated by a shortcut. That would mean something like the following:
for tools that need a selection to work:
switching to a tool by shortcut should invoke the tweaking of their primary property when there's already a valid selection (similar to modal operators)
switching to a tool if there's no valid selection, would only activate it without any action
switching to the already active tool could apply the modification and trigger the action again
Pros:
Cons:
I like the idea of leader keys as a general feature, and I could see using
TorSpacebaras a leader for tool-switching (toggling toolbar visibility or calling a different operator withTTorDbl-Spacebar), but I don't thinkAltis a good default. Programs that useAltas a leader, or to initialize a keyboard-based UI navigation mode, tend to use input schemas that aren't directly comparable to Blender's, using either fewer modifier keys in general or a firmer division between mouse-based and keyboard-based input modes. I'd investigate other options, including off-the-wall ones likeTabas a leader orEnterto toggle shortcuts between modals and tools, before getting too far into this.Added subscriber: @renderhjs
@BrendonMurphy, while space-bar tool menu works it's not default.
@hlorus
Whether this is a new UI concept or not is fuzzy, it's a new way of accessing tools but don't think it's so different to other modal states in Blender.
making keys activate tools immediately is too disruptive to existing Blender users and will slow down their workflow. Otherwise, the changes you suggest are fairly larger and would better be posted to #66304 (Tools, Selection & Gizmo design).
@ThatAsherGuy
The exact key can be changed, Alt is convenient because it's easily accessible - similar to other modifiers. Even people who don't touch type can press it without looking at the keyboard.
Having said that, we're not locked into using this key, once implemented we could have different leader keys or user defined leaders keys that perform different actions.
@ideasman42
Thanks for the response, i commented on the task you mentioned.
Added subscriber: @MACHIN3
Added subscriber: @zeauro
Currently, cursor tool is not accessible that way.
C is used for Circle Select.
Toolbar popup uses Spacebar. But Alt tapping does not.
Don't you think it could be a good default to have a solution for this active tool ?
IMO, active tool is superior than shift right click shortcut. Because it supports snapping and rotation options for 3D Cursor in a more intuitive way.
Added subscriber: @AndresStephens
Adding another layer of hotkeys is not a user friendly solution. Writing with accent hotkeys, eg, is very slowing and tiring.
The alternative is to.. improve the keymap editor and unification of identical operators. eg. Transform with legacy transform should be the one and the same tool and hotkey, not two.
Added subscriber: @AlbertoVelazquez
It won't work well with paint vertex, sculpt, Uvs,... Also It have few sense, if the user wants active tools he don't need modal shortcuts. If the user uses modal shortcuts he won't need active tools. Also if the user is advanced he will know to change the shortcut of a active tool.
Is more easy made the old proposal
less clicks and key pressed, problem solved.
Alt, Space now activates the 3D cursor
1ed46bf727Added subscriber: @a.monti
I don't think I understand the reasons behind this proposal to be honest.
Right now we can do the same thing with Shift+Spacebar but that implementation is better imo since, apart from allowing you to press the tool key, you can also simply hover the cursor over it, it's also more visually evident and it's dismissible by moving the mouse away.
Those modes don't especially need this. This doesn't mean it doesn't work well, just that it's not needed in these modes.
That doesn't mean they don't want to use shortcuts to change tools.
Some tools aren't accessible directly, Measure or Transform gizmo for example.
Expecting any users (advanced or not) to map tools to their own key bindings isn't reasonable. They might map one or two, but mapping many becomes a hassle to maintain.
It is not a good solution have different shortcuts for same paradigms depending of the mode. It's make more complex the software when you could have easy solutions, like have another option in the splash screen. Also that use alt like that modifier is prone to errors.
But only shortcuts for active tools, that overwrite modal tools shortcuts.
Well, like are not modal tools that shortcuts can be shared by modal and active tool keymaps.
That's not true, an advanced user change a lot of shortcuts. More when in blender2.8 you have change a lot of shortcuts.
Seriously, after having erased the T-shelf and then bring it back to the sidebar. To create the popup to select active tools and then leave forgotten. To put the active tools in the panel of properties..... This seems like another new step of how to delve into the problem of a bad design of the use of the active tools instead of search a simple solution.
As a vim user, I applaud the introduction of leader keys. I hope it will be integrated in a general way that's applicable to every kind of shortcut. I already use the underlined letter shortcuts in (pie) menus to start chaining key presses, and then often continue them in various modal operaters I've made.
It's a great concept. Looking forward to where this goes. Using a leader key to switch tools is a great start IMO.
Added subscriber: @mankysee
Speaking from my own perspective the first thing i've done with the final blender 2.80 was changing the hotkeys for grab/rotate/scale from operators to tools(because I like to get a visual feedback when moving along the axis and I've always been using gizmos where they were available).
I've done this mostly because it's confusing to have two tools doing the same thing but doing that thing a little differently. For example a loop cut tool don't have the same functionality as a loop cut operator assigned to ctrl-r(you can't add more loops using mouse wheel if you click on a tool in a shelf but you can do this if you invoke an operator via shortcut; this makes the tool almost useless for anything other than a basic use btw). That's less obvious with grab/rotate/scale operators and you can have kinda old behaviour if you click and drag outside the gizmos but the inconvenience is still there(kinda-like since for example pressing x/y/z for isolating axis won't work with g/r/s tools).
With adding more shortcuts instead of unifying behaviour across the board between tools and similar operators it will be an even more confusing for new users(I've been always have to explain why default shortcuts for grab/rotate/scale are behaving differently then a same named tool when explaining blender to new users and that was happening more that a few times).
Therefore I think this is a bad idea both for power users who can find their way to change shortcuts by themselves(actually it's not that hard for new users too, it's just one click on a tool) and for new users alike since it brings even more shortcuts for seemingly same things but somehow working differently. The best solution to the problem this proposal is trying to solve would be not to bring more shortcuts on top of other shortcuts but a unified tool/shortcut-operator behaviour with an optional but visible toggle that would show/hide gizmos for all tools/operators used until it's unchecked(more or less like it was in 2.79). So if the toggle is on pressing g would invoke a grab operator(with all the options like pressing x to lock x axis etc) with gizmo and with no immediate dragging applied while the toggle is of the same grab operator would be invoked with a "classic" blender behaviour and so on.
I prefer this Alt tapping that does not introduce visual disturbance like shift space toolbar popover that requires to use two fingers.
But I agree that is a similar solution. Although power user can assign shortcuts, he will not create and retain hundreds of them and will use toolbar one way or the other.
I recently tried to teach 2.80 to newbies. And I have to restrain myself to show them only one way to do a thing, otherwise, I will lost them and not be able to make them learn basics in a reasonable of time.
That is a situation a little bit similar to texture paint mode where brush sliders are available in 4 different places.
That is not a bad thing to give several options to user. But it is prejudice to avoid to make choices for official release.
Not all active tools are directly accessible in toolbar and toolbar popover that requires to make a press click on button of active tool of same category.
With this leader key, all active tools shortcuts in object mode are visible in status bar. But it is no more the case in edit mode, they are too numerous.
I think that idea is good. But I think that should be restrained to some tools and not all; like tool settings bar in texture paint mode should be restrained to some settings of brush and not all.
We need a system to let user customize UI to tell : "For this tool, I use this solution. For that tool, I use another one." And we need same kind of choices done in official release.
Seriously, I will continue to use tilde pie-menu to set a transform gizmo because that allows me to use a select tool or 3D cursor as active tool at same time.
Really, Move, Rotate & Scale active tools are less efficient choice that a user can make.
Use of their gizmo does not allow to select with left click at same time and they can not be combine like when using Transform active tool.
But those active tools with great icons in evident toolbar are the most discoverable way to do things.
It is difficult to say to your student : "this obvious thing that is easy to retain : don't use it. It is slowing you down and limiting you. Use the thing difficult to remember (because it is hidden) or the one with more buttons to click on or force yourself to remember 3 shortcuts and middle mouse axis constraint."
To allow combination of several gizmos, Toolbar should allow to activate several tools at same time. That would be the most simplest way to have an obvious and efficient solution.
Toolbar should display directly all tools unless user creates categories to arrange them.
This alt tapping should be reserve to most common active tools unless user configures the feature in another way.
To sum-up, I think that customization should be added for that feature. Why not adding or removing an active tool by a right click menu ? Like a quick favorites menu for active tools.
Having generic leader keys is fairly trivial to implement now, it's mostly a matter of connecting different parts of the API.
I would have liked if switching tools could use a generic system however there are some details that made it impractical.
I can see you're point, personally I didn't mind using this, however artists I talked to (Julian at the Blender Institute for eg, others too IIRC) didn't view this as a short-cut even though it allows shortcut style access.
Some statements to the effect: "If it's a shortcut why is it flashing a menu?
When I added this it used one finger (Spacebar), however this didn't end up being a popular choice - from what I can tell.
As you say, this has less visual disturbance.
Currently not all tools are accessible (additional annotation tools for eg aren't although all could be exposed).
The issue wit having too many items in edit-mode should be addressed too. Perhaps names could be abbreviated.
Added subscriber: @Grady
Interesting proposal, but I think it would pretty significantly slow down workflow for modelling. Going from being able to grab, rotate and scale with one tap of a key, to requiring two taps of two keys, will mean basically double the number of keystrokes. It also seems out of step with how other similar professional tools work. I understand the example of Firefox uses this system, but other design applications such as Photoshop, GIMP, Inkscape, Krita, etc, don't use that kind of behaviour.
At the very least I think your point about displaying the keymap for a button on the button itself in the UI for the toolbar, should be integrated, otherwise the user really has to go hunting to figure out what the keymap is for something. The keymap for a button could be displayed while the button is expanded and in it's large form, displaying both icon and label. It could also be mentioned in the hover tip for all of the toolbar buttons, so the user can discover the keymap while the buttons are condensed to only display icons. That's something which seems to be kinda inconsistent at the moment with Blender, some UI elements display the keymapping with a hovertext while others don't.
Single key access to directly run operators has not been removed.
This is in this proposal and still planned.
Added subscriber: @Voronium
As an ex-Softimage user I would like to propose a slightly different solution as I believe was very cleverly implemented in it:
This way, if for example, we are are using the Move tool to arrange our scene, but we need a quick scale of an object, we press and hold "S" to do the job and when we release it we automatically continue with the Move tool.
Added subscriber: @AnadinX
ˆ definitely +1
@Voronium this requires changes to the event system, see D5153: Event system & keymap support for key detecting/ignoring key repeat events
Although there are implications for pressing other keys while a modal operator runs.
G,X,2currently moves 2 on the X axis... it could be made to work I couldn't think of solutions that didn't feel kludgy.I thoght about that as well and it's definitely an interesting approach. One downside i see is that it might be awkward to change operator settings (like axis constraining) while holding a key. The proposal i wrote a bit further up the comments section is similar but relies on the given selection instead of key-hold events.
Anyway in the long run i think it's important to unify the two systems and not just giving the user the possibility to access both tools and operators. Otherwise there will always be the potential for inconsistentcies between every tool-operator pair.
Added subscriber: @Schiette
As a new user starting to learn Blender, I have found the difference between the 'gizmo move tool' vs the 'G move shortcut' for example confusing.
This proposal (alt as a leader key) does add shortcuts to the gizmo, but it doesn't address the underlying problem. I think you could argue that this design makes the program more complicated. A more elegant solution would be to merge the gizmo tools with the traditional transform operators.
There’s a very easy way to ‘merge’ them. Make the shortcuts change the active tool, rather than the modal operator. But I suspect some users won’t want that.
One way you could look at it is that there's one command (grab) that exists in two flavors: active tool (with the gizmo) and modal.
What if there was a shortcut to switch between modal / gizmo after triggering the grab. It would be especially helpful if it remembered that setting.
I should stress that I haven't been using blender for long so there's a good chance this proposal has severe downsides and/or is unrealistic :)
that's not really merging since these tools and operators have somehow different additional functionality. But for g/r/s tools I've actually done that since for me it's easier to get visual feedback instead of keeping all of the gizmos on all the time.
I am a somehow power user and I do like your idea a lot.
You need a way to access text input during transform, bevel, etc or, remove this feature which is a bigger change.
@ideasman42 I am not necessarily proposing that. Just merely explaining why they aren't 'merged' so to speak.
Added subscriber: @CobraA
I too don't like this, it adds an extra complexity and causes confusion with the clear transform operations..., and like what the others have said, we got the toolbar shortcut. better work on improving that imo.
PS: can we disable this option completely? for us who won't use it.
Added subscriber: @Stan_Pancakes
IMHO, this is a mis-feature at this point. The first thought when seeing this in 2.82 for the first time was "no, no way in hell". And I'm a vim user.
The (shift) spacebar menu already achieves similar functionality, and the argument that "it's not a shortcut because it shows a menu" just doesn't make any sense. There are tons of shortcuts in Blender that do just that, one of the most prominent examples being the X key. Alt, g or space, g is the same two finger motions. No. Difference. At. All. When one knows the shortcut already, they'd press it. When not, they'll look for the hint. In fact, popping it up in a menu where user's eyes are already looking is far more helpful, for obvious reasons. Moreover, status text simply doesn't fit the width (e.g. edit mode with current implementation of this... "feature": on a 1920 display it ends with Alt-S, not even showing what that key does). Moreover, this approach creates ambiguity. For example, with the Alt key as leader by default, in edit mode Alt, e will do a different thing compared to Alt+e, and since it's far less apparent (because the "hint" is down there, not where the eyes are), it's going to create confusion.
A far better approach, IMHO, is to allow easier customization of tool keys, e.g. to make the frequently-used tools (by a given person) more accessible via existing means (the spacebar menu).
How many input paradigms are there at this point? We have shortcuts, shortcuts that call menus, pie menus, pie menus with regular menus in them, menus on press, menus on hold... Now this.
Lastly, as @CobraA suggests, if this... thing does end up in Blender, it absolutely must be disabled by default. It will just confuse new users who will undoubtedly be hitting the "leader" at a regular basis and tripping up on unexpected actions.
Added subscriber: @RayMairlot
Added subscriber: @franMarz
I don't find an option to disable the leader-key in the preferences, or change it. Am I missing it, or is it planned?
I have a lot of key-bindings that include the Alt key (for modeling, orbiting) and I'm experiencing undesirable switches to different tools fairly often.
Added subscriber: @Constantina32
Some feedback after testing this on recent builds (I still think it's a feature that doesn't need to exist, but since it's already here, might as well at least help improve it):
It seems to not take well to key conflicts, although that may be more of a failure of the tool system in general. For example, in the keymap for Mesh, I've rebound the 't' key to Inset Faces. So now when I press t in edit mode I instantly activate the Inset modal operator (easier to reach with left hand than the default 'i' key). But, 't' is also bound to the Transform tool, so both in the Tools menu, and in this new prompt, the Transform and Inset both now list the 'T' key as shortcut, and since the Transform comes before Inset, the alt, t sequence activates Transform tool, instead of Inset.
I can "lose" tools when unbound in keymap. I've unbound the 'B' key in the keymap, since it's redundant in 2.8x. For the Tools menu, this resulted in Select Box tool being available via the '2' key. But with this new prompt, it would seem that made the tool inaccessible altogether - it's not listed in the prompt at all.
Removed subscriber: @RayMairlot
I found how to disable it, search "wm.toolbar_prompt" in the input editor and disable toolbar prompt for both left/right Alt.
Added subscriber: @jenkm
@ideasman42 @WilliamReynish
There are currently some issues.
First, trying to "Rotate View" using the
Trackpad Panand "Zoom" with theCmd + Trackpad Panwill not cancel the leader keys prompt.Second, say I'm going to press
Alt+D, I press and holdAlt, and suddenly I realize I needShift+D, I releaseAlt, and then I can't pressShift+Dright away.So, the leader keys should be activated only by short tapping, but not holding, at least if the Alt/Shift/Ctrl is used as a modifier.
Removed subscriber: @franMarz
Why is this enabled by default? Why is this not mentioned in release notes?
Added subscriber: @Mobin-2
conflicts with emulate 3 button mouse. had to disable the keybinding for this feature to get a reliable emulate 3 button mouse while working.
Added subscriber: @temeddix
+1 for this idea!
Maybe this is the cleanest solution we can achieve. This satisfies both the tool system and the existing users(though now they would need to long-press G/R/S). Now that tool gizmos are complete and selection method got significant improvements(with fallback tools) in 2.82, the only thing left is to apply G/R/S/K/E...to these tools, while long-press leads to operators(just like short-click used to do).
Furthurmore the long-press hotkey concept has a huge potential for other operations as well(i.e. long-press tab for object mode pie-menus)
Wouldn't changing the event handler be worth the effort?
Added subscriber: @1D_Inc
That's correct.
Key-based (two hands no gizmo) modal operators workflow have a goal to be fastest, because it is used for intensive work, while tool-based (one-hand gizmo-related) slow workflow better fits learning process, lowering entry threshold.
Current solution keeps speed-related G.E.A.R.S. workflow fast.
Added subscriber: @EAW
279cc34343This change should be in the release notes, otherwise bug reports will most likely be filed about how it "missing."