VSE UI: Operators missing "Wait for input" so they can be exposed in the menus #88663

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opened 2021-05-29 08:46:28 +02:00 by tintwotin · 11 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-05-28 16:37, hash: 9225fe933a

Short description of error
In #76227 is was stated to "Make All Operators Accessible from Menus" in 2.90, but there are still multiple VSE operators which are not exposed in the menus(or anywhere else).

Unexposed functions
Expand:
https://developer.blender.org/D10074

Snap:
https://developer.blender.org/D9699

Pick Linked(needs "Wait for input" option if exposed in menu):
https://developer.blender.org/D6874

Select Linked in Time(needs "Wait for input" option if exposed in menu):
ctrl+lc.gif

Select Multiple Handles(needs "Wait for input" option if exposed in menu):
alt+lc.gif

Scrub over specific channel: anim.change_frame(shift+right click+drag)(needs "Wait for input" option if exposed in menu).

Split//Hold Split/"Move/Extend" adds selection according to mouse cursor position.

Some of these could alternatively be exposed in the statusbar based on mouse cursor position and keypress - however in the VSE during transform it's the transform options of the 3d view which are exposed: https://developer.blender.org/T83307 (this still hasn't been solved, it's still the 3d view transform options being displayed(but just fewer of them), in spite of the report being closed).

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-05-28 16:37, hash: `9225fe933a` **Short description of error** In #76227 is was stated to "Make All Operators Accessible from Menus" in 2.90, but there are still multiple VSE operators which are not exposed in the menus(or anywhere else). **Unexposed functions** Expand: https://developer.blender.org/D10074 Snap: https://developer.blender.org/D9699 Pick Linked(needs "Wait for input" option if exposed in menu): https://developer.blender.org/D6874 Select Linked in Time(needs "Wait for input" option if exposed in menu): ![ctrl+lc.gif](https://archive.blender.org/developer/F10147910/ctrl_lc.gif) Select Multiple Handles(needs "Wait for input" option if exposed in menu): ![alt+lc.gif](https://archive.blender.org/developer/F10147911/alt_lc.gif) Scrub over specific channel: anim.change_frame(shift+right click+drag)(needs "Wait for input" option if exposed in menu). Split//Hold Split/"Move/Extend" adds selection according to mouse cursor position. Some of these could alternatively be exposed in the statusbar based on mouse cursor position and keypress - however in the VSE during transform it's the transform options of the 3d view which are exposed: https://developer.blender.org/T83307 (this still hasn't been solved, it's still the 3d view transform options being displayed(but just fewer of them), in spite of the report being closed).
Author

Added subscriber: @tintwotin

Added subscriber: @tintwotin

Added subscriber: @iss

Added subscriber: @iss

I can confirm this as known issue. Snap and Expand are technically exposed, perhaps not in way you preffer. This is something that will be probably changed in way you want.

Other operators are listed as exception in #76227 they make sense only when used interactively.

I can confirm this as known issue. Snap and Expand are technically exposed, perhaps not in way you preffer. This is something that will be probably changed in way you want. Other operators are listed as exception in #76227 they make sense only when used interactively.

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Author

they make sense only when used interactively.

Exposing them in the menu, is simply exposing them in consistency with ex:

Box Select, which is working as a Wait for Input function:
You select it in the menu, you left click and box selection will start if possible.

If wfi was implemented, ex. Select Linked in Time would work in the exact same way:
You select it in the menu, you left click and you'll select linked in time, if possible.
(And like Box Select you'll be able to learn the short cut through the menu, whereas the Linked in Time currently isn't exposed anywhere in the Sequencer).

Imo, there is no reason for not exposing ex. select linked in time the same way as box select.

Snap is only exposed in the Statusbar during Transform - and referred to a Inverted Snap(!?), but not exposed when dragging the playhead.
Expand shortcuts are exposed in the Sequencer header, which is 100% inconsistent with how shortcuts are exposed in Blender in either the Statusbar or in the menus. As mentioned several times, even seasoned VSE users do not notice this function at all.

It really isn't a question of what I prefer, but a question of exposing hidden, but existing functions in ways which are in consistency with how this is done in Blender these days, so users will actually become aware of these functions and use them.

> they make sense only when used interactively. Exposing them in the menu, is simply exposing them in consistency with ex: Box Select, which is working as a Wait for Input function: You select it in the menu, you left click and box selection will start if possible. If wfi was implemented, ex. Select Linked in Time would work in the exact same way: You select it in the menu, you left click and you'll select linked in time, if possible. (And like Box Select you'll be able to learn the short cut through the menu, whereas the Linked in Time currently isn't exposed anywhere in the Sequencer). Imo, there is no reason for not exposing ex. select linked in time the same way as box select. Snap is only exposed in the Statusbar during Transform - and referred to a Inverted Snap(!?), but not exposed when dragging the playhead. Expand shortcuts are exposed in the Sequencer header, which is 100% inconsistent with how shortcuts are exposed in Blender in either the Statusbar or in the menus. As mentioned several times, even seasoned VSE users do not notice this function at all. It really isn't a question of what I prefer, but a question of exposing hidden, but existing functions in ways which are in consistency with how this is done in Blender these days, so users will actually become aware of these functions and use them.
Author

Removed subscriber: @tintwotin

Removed subscriber: @tintwotin
tintwotin changed title from VSE UI: Still unexposed operators after 2.90 to VSE UI: Operators missing "Wait for input" so they can be exposed in the menus 2021-08-18 13:59:56 +02:00
Author

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Author

As I do not have anymore time or motivation for a continued investment in the Blender project, I'm giving up on this report for now.

As I do not have anymore time or motivation for a continued investment in the Blender project, I'm giving up on this report for now.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Archived' to: 'Confirmed'

Changed status from 'Archived' to: 'Confirmed'
Member

Sorry to hear (thx again reporting). In my opinion we should not sweep this under the carpet (esp. since this already been confirmed), there is still a chance to get this fixed in the future and others might be affected by this issue as well.
Feel free to unsubscribe though.

Sorry to hear (thx again reporting). In my opinion we should not sweep this under the carpet (esp. since this already been confirmed), there is still a chance to get this fixed in the future and others might be affected by this issue as well. Feel free to unsubscribe though.
Philipp Oeser removed the
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Reference: blender/blender#88663
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