UI: Discussion Topics & Possible To-Do's for 3.0 #84380
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Reference: blender/blender#84380
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Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
3.0 is the next chance to do breaking changes which should not go into normal releases. That may be: higher level design changes, muscle memory breaking, documentation breaking (e.g. changed operator names) or non-trivial visual changes. There should still be no .blend file compatibility breaking changes.
In this task we can collect such changes for consideration. This is not a "wish a feature" list. These are things we discussed already but couldn't do earlier because they would be too disruptive.
Active vs. selected (#82359 (Stronger binding of Active and Selected))
Keymap polish
Toolsystem wrap-up (change toolsystem defaults if needed)
Theme polish (#74358)
General defaults (Preferences, startup configuration, bundled workspaces, etc)
More dynamic file selection (e.g. show import/export settings based on file selection)
Reevaluate closing popups on mouse moves.
Improve naming:
Avoid "link" for anything unrelated to link/append (e.g. Link Materials -> Share Materials). Correct usages of "copy" (e.g. Copy Modifiers -> Replace Modifiers).
3D cursor default orientation method to "Surface"
#89266 (Investigate renaming the "Video Sequencer" editor)
#83612 (UI: Tracking: Migrate to active tools based toolbar)
Added subscriber: @JulianEisel
Added subscriber: @RedMser
Added subscriber: @TheRedWaxPolice
Added subscriber: @xan2622
I am in favor to get rid of the requirement to press TAB to switch between Object and Edit mode (present in the default "Blender" keymap preset) because it slows down the modeling workflow.
To bypass this annoyance, I tried the “Industry Standard keymap preset” but there are hotkeys that I don’t like either.
So I created my own keymap preset, mixing the two presets: this way, I keep most of the usual Blender hotkeys but to directly switch to Edit Vertex mode, Edit Edge mode, Edit Face, mode, I just have to press 1, 2 or 3.
I assigned 4 to Object mode. I finished my preset by assigning 5 to Sculpt mode, 6 to Vertex Paint mode, 7 to Weight Paint and 8 to Texture Paint.
Here is a screenshot of the hotkeys that I modified (click to enlarge the image):
Of course, I had to deactivate the “Hide Collection” hotkeys 1 2 3 4 5 6 7 8 9 0 (in
3DView
>Object Mode
>Object Mode (Global)
) otherwise they would have conflicted with the above hotkeys.btw, as it happened for me, I am almost sure that other (new) Blender users got surprised to see their objects disappear in the viewport after pressing the 1, 2, 3 digit hotkeys (Hiding Collections instead of switching to Edit Vertex, Edit Edge, Edge Face modes). The keys "1, 2, 3" are currently too prone to confusion between Vertex, Edge, Face (in Edit mode) and Hide Collection 1, 2, 3 (in Object mode).
PS: As you can see, I haven’t removed the TAB hotkey to switch between Object and Edit modes (because, long time habits are sometimes difficult to get rid of. That being said, I now rarely use TAB anymore).
Directly pressing 1, 2, 3, 4 is much faster.
Added subscriber: @1D_Inc
So you keeping breaking Multiref modeling workflow, which was corrupted in 2.8, but still available available in Blender.
Yes, because it was designed without taking into account complex modeling types, by requests from users that use software which do not contain solutions to complex modeling types such as Multiref modeling.
We made video to explain why 1/2/3 for switching verts/edges/faces in edit mode is wrong and breaks the ability to perform complex modeling work.
https://youtu.be/yiti0xWO7Wg?t=781
This is why Blender allow to perform hardest types of modeling work, unattainable in any other program.
The same issue about removing ctrl+0123 from subd in edit mode, which kills the best types of modeling available in blender - organic / automotive.
Please, stop doing that. Hitting tab is not even a problem in comparison to the Multiref modeling.
Added subscriber: @Gilberto.R
@xan2622 I use a TAB pie menu for changing modes, it's very fast and doesn't take many keys that could be assigned for more useful stuff like toggling collections. I don't get why would you want to remove shortcuts that are useful for Object Mode and place Edit Mode shortcuts there. At first, collections toggling was a bit annoying, specially when I missclicked the numbers, but after I learned how it works and how useful it is, I grew very fond of it.
Added subscriber: @AlbertoVelazquez
It is normal that the "Hide Collection" keys are prone to error because we have been warning for two years about the total failure of the redesign that was done, which was completely broken ignoring all warnings. Thus destroying the greatest virtue of blender in fast modeling.
It has been two years since we warned that the workflow was being broken and that everything seemed to be aimed at making this feature unusable so that it could be used as an excuse in the future to remove it. I see that we got it right.
It is very simple to fix
Added subscriber: @finirpar
In modern era modeling stopped being prinitive vertex tweaking and face extruding.
Look at the modern modeling market.
Modern modeling is about working with many references and a lot of temporal data, and Blender is the only software that has attempted to solve this complex problem, providing a quick access mechanism to meet the demands of modern market.
Added subscriber: @AndresStephens
I have been using 1,2,3,4,5,etc for direct mode switching, and object based modes like Armature pose and GP draw with SHIFT+2 - and directly jumping to modes quickly is very useful.
For edit context, XCV has proven very useful (removed X to delete)
Reason being, modes are a direct use case, but collection layers are not as used. Using a pie or a single toggle between two modes doesn't factor in all the modes and requires more muscle memory to use, but the number row is quick to directly cycle or target a mode.
Added subscriber: @Maged_Afra
This task is merely to collect discussion topics and possible to-do's, not to discuss the individual points. Let's please not do that here.
This comment was removed by @1D_Inc
This comment was removed by @1D_Inc
This comment was removed by @1D_Inc
This comment was removed by @1D_Inc
This comment was removed by @1D_Inc
@1D_Inc please, I did not mean to ask for ideas or feature requests. You know that this isn't something we do.
Like the description says:
It's simply an organizational task for the module team.
Aw, got it.
Sorry then.
Purged them out to keep it clean.
Added subscriber: @jta
Added subscriber: @system-system
Add modifier conversion function to convert the added modifier into Geometry Nodes?
Although I know that this operation can not be reversed, it is convenient to modify more parameters.
Added subscriber: @baoyu
This comment was removed by @baoyu
Added subscriber: @SecuoyaEx
Multi-property editing of multiple selected objects as the default should be added to the list of discussion, since there are already tasks for it somewhere. It also relates to Active vs. selected
Added subscriber: @ephraimpauli
Removed subscriber: @SecuoyaEx
Added subscriber: @Imaginer
Added subscriber: @ckohl_art
Added subscriber: @TheJanitor
I'd like suggest this as a candidate for discussion in relation to this release.
This is a small screenshot from the Properties/Object Data Properies tab.
I'd suggest where possible, Template_List name is in the 'Plural' form and the individuals items are in the 'Singluar' form of the Template_List name.
So for instance, in the above cases.
Vertex Groups
Vertex Group
Vertex Group.001
Vertex Group.002
Shape Keys
Base Shape Key
Shape Key.001
Shape Key.002
UV Maps
UV Map.001
UV Map.002
Vertex Colors
Vertex Color.001
Vertex Color.002
Added subscriber: @Aeraglyx
Added subscriber: @Znio.G
There are few UI/UX designs/tasks that we're waiting for but I guess some of them are "very" long term goals since the departure of William Reynish.
Can't you guys squeeze one or two since they'll eventually break things and then you'll have to wait until 4.0.
Added subscriber: @Evgenii111
I am closing this task as it's for discussion of breaking changes for Blender 3.0. If you still believe some of these changes are relevant for newer releases, please aadd them to a newer task, or create a new one.