Transform: add feature to edit the 'Snap Base' #104443
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Reference: blender/blender#104443
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Delete Branch "mano-wii/blender:snap_base"
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Implements a new modifier key (
B
) to change the 'Snap Base' during a transformation.Ref #66424
Implementation Details
Move
,Rotate
,Scale
,Vert Slide
andEdge Slide
transform modes.Snap Base Edit
is enabled while we are transforming and we press the keyB
Snap Base Edit
is confirmed when we press any of the keys:B
,LMB
,Enter
Snap Base Edit
mode.Snap Base Edit
mode.Builds
https://builder.blender.org/download/patch/PR104443
Just testing if packaging works:
@blender-bot package
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@blender-bot package
Package build started. Download here when ready.
Would this be merged anytime soon? This is such a life-saver feature for architects
I tested the new build and it works as expected.
Germano Cavalcante referenced this pull request2023-03-14 15:43:45 +01:00
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@blender-bot package
Package build started. Download here when ready.
What's preventing this patch from progressing any further?
Is just awaiting for reviewers availability, or are there still any pending design choices, dependencies or technical considerations?
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When will this get reviewed?
Hopefully before the 4.0 release
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Generally works well, running into a crash with edge slide though.
@ -1246,2 +1279,4 @@
}
break;
case TFM_MODAL_EDIT_SNAP_SOURCE:
if (event->prev_val == KM_PRESS) {
Note what the
prev_val
means in this context (while it works it's relying on some internals and isn't common usage). Arguably there should beTFM_MODAL_EDIT_SNAP_SOURCE_ENABLE
/TFM_MODAL_EDIT_SNAP_SOURCE_DISABLE
events to detect press release although I'm not sure this is really needed.@ -0,0 +41,4 @@
eSnapTargetOP target_operation_prev;
struct {
void (*apply)(struct TransInfo *t,
Prefer if callbacks use an
_fn
suffix, especially when mixing data & callbacks in a single struct.Noted some minor requests, otherwise LGTM, no extra iterations needed.
Linked ASAN report of crashes in vert and edge slide.
This is for me one of the greatest Blender features ever added to Blender since I first started using it some 13 years ago, and the end of my last great gripe with it.
Thank you to Germano and Cambell for seeing this through!
Me too, now I can finally recommend Blender to my friends majoring architecture. Big thanks to Germano :)
Hi. I've got a question about the way basepoint snapping is calculated during snapping on edge.
Not sure which level this issue belong to, so I asked it here - https://devtalk.blender.org/t/snapping-precision-modeling-improvements/28435/20?u=1d_inc
Thanks for the feedback :)
Before implementing this solution, it might be good to see how the change to code #108467 will proceed.
In my experience it is the solution to the most heavy Blender basic functionality design incompleitance since 1994.
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Updated based on the review.
Fixed bugs and now we have 2 new modal keyitems instead of 1. They are:
The advantage of having both is that users, if they prefer, can set the confirmation ("EDIT_SNAP_SOURCE_OFF") to release the
B
key instead of pressing it.I plan to merge into master later today if everything is working fine.
@blender-bot package
Package build started. Download here when ready.
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Downloaded the build (the updated one is windows only), discovered two options in keymap prefs (regular and off).
I found (off) snap option in modals keymap and set it to "release" to test.
It is a bit faster (saves a mouseclick while utilizing a finger which is located at the B key during operation anyway), but in gizmo mode it assumes 2 keys (B and LMB) held simultaneously during aiming.
In my opinion any kind of pressholdings are better be avoided and minimized by default if is possible (especially double pressholdings, because the motorics decision which one should be released first require training to be easily performed on a realworld tasks), but it is nice to have a technical possibility to set it up like that.