Transfer Mode Operator Do To's #87134
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Reference: blender/blender#87134
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NOTE: This task should be split up into multiple tasks soon.
This task is concerned about loose ends for a full working implementation of the "Transfer Mode" operator.
Right now this would always be the first menu to the right of "View" and "Select".
Like "Paint", "Weights", "Grease Pencil", "Draw", etc. Some modes would need a new menu added for this.
Armature and curve objects are also missing the overlay but there it's less needed since other overlays are already a good indicator.
It is possible to use the operator on between object types (Meshes, Lattices, Curves, ect) but it doesn't work for GP edit mode, sculpt mode, vertex paint and weight paint modes.
(Armature) Edit Mode: The operators still won't run in this mode.
(Metaball) Edit Mode: Doesn't run.
(Optional) Also select parented aramtures when using the oeprator in weight paint modes.
When using this operator it deselects any other objects, rendering this operator useless for weight paint mode.
Added subscribers: @JulienKaspar, @PabloDobarro, @pablovazquez, @dfelinto
#103793 was marked as duplicate of this issue
Added subscriber: @MeshVoid
Probably keeping this operator as a hidden function making this hotkeyable from the get-go and exposed to users, would have saved time and let this operator land in 2.91, as it was planned. Personally, I change the default sculpt mode hotkeys you guys design to the point of zero recognition, and most experienced artists do the same, as far as I know. When you work in DCCs for 12 hours a day you have your own ergonomic keyboard setup that is way different from applications default settings like 100-% of the time. IMO, you shouldn't have fussed about the key conflict here (problems like that are for new users/hobbyists only) and this feature would have seen light way earlier.
We were proposing "Transfer Mode" as the operator name, as it indicates that the mode is removed from one object and applied to the target. Another option could be "Shift Mode".
For 2.93, the idea would be:
For later releases, after discussing the compatibility and requirements of the rest of the modes
Added subscriber: @Wesley-Rossi
Added subscriber: @Sychuan
It really frustrates how many time is spend on such non-issue as hotkey for such important option.
I talked with a some more Blender Studio artists on how this operator could be useful for other modes.
For texture painting (or vertex painting in general) it becomes crucial that the "fade inactive geometry" overlay gets overhauled.
In the current implementation it obscures color information, which makes it useless for these tasks. Texturing and shading artists disable the overlay by default as a result.
The ideal solution is to change it into an animated overlay that flashes the new active object for a moment when switching the object and then disappears. This needs a mockup.
Theoretically the operator would also be very useful for weight painting but not with the current way its implemented.
When switching an object it would deselect any other objects like an armature, which needs to be selected for weight painting to work.
The simplest solution to this is to keep any selection on armature objects intact when using this operator in weight paint mode.
There are also better long term solutions like automatically selecting the armature that is assigned in the modifier stack but these require more design discussion.
Added subscriber: @SirPigeonz
I'm a bit sad (angry even) that it was removed from Edit Mode.
The current workflows of switching objects or working with many objects in a scene is horrible, old and needs a lot of UX work.
This operator made Blender feel so much better and modern.
Hi @SirPigeonz, as Pablo mentioned, the plan for later releases is to bring this for edit mode. The immediate change made possible for this to be available for sculpting at least.
If you can help contributing to it you can follow his design. It should be clear enough for others to follow.
Sorry for my frustrated reaction I rely on object switching a lot for my current work, I will stick to older build for now, that's all.
I understood that there is no design for now? From what I understood it was removed from Edit Mode because name and default shortcuts were not decided and module owners/UX team must discuss the approach how to implement this feature to match other editors.
I will contribute smaller things for now tho :P This is too important feature to let newbie contributor work on it and take ages to finish :P (Although if magic bolt will hit me giving me super speed and brain power to learn Blender code base faster in my leftovers spare time, then I will help with it. Remember, if you will see me working on it, something supernatural happened to me >_>)
Switch Object Operator Do To'sto Transfer Mode Operator Do To'sAdded subscriber: @JulianEisel
In #88071 (Keymap: use number keys for mode switching (2nd Iteration)) the UI module proposes keymap updates to use the number row at the top for mode switching. The Transfer Mode shortcut can be added nicely there, to the left of the "1" key (tilde on most English keyboards, but it varies). We'd prefer using the D key for the view pie menu then.
Some more changes were committed for 3.0.
f92f5d1ac6
)69e15eb1e4
)Added subscriber: @3di
Just a thought, why is there a need to hold the tilde key when clicking the object. Could it instead recognise that the object is currently not enabled for the mode, and enable it when you click on it?
This was always meant as a general operator that can be used for any workflow and object type. The last remaining to do's here could be tackled by anyone or members of the corresponding module.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @coolchou-zhao, @persun, @PratikPB2123