Keymap: improve consistency for paint modes #108791
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Reference: blender/blender#108791
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Delete Branch "JulienKaspar/blender:draw-sculpt-paint-shortcut-consistency"
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Based on the design #105298
General Info
Various changes to common keymap entries to
Some standards this is setting across these modes are:
Changes
Vertex Paint (Global)
New
Weight Paint (Global)
New
Image Paint (Global)
New
Sculpt (Global)
New
paint.brush_colors_flip
= Xsculpt.detail_flood_fill
= Ctrl Rsculpt.set_pivot_position
(Mode=Surface) = Shift Right MouseSculpt Curves
New
brush.scale_size
(Scalar=0.9) = [brush.scale_size
(Scalar=1.1) = ]Grease Pencil (Every Mode)
Removed
Grease Pencil Stroke Edit Mode
New
wm.call_menu (GPENCIL_MT_gpencil_draw_delete)
= Alt IGrease Pencil Stroke Paint Mode
Grease Pencil Stroke Sculpt Mode
New
wm.call_menu (GPENCIL_MT_gpencil_draw_delete)
= Alt IGrease Pencil Stroke Weight Mode
New
wm.call_menu (GPENCIL_MT_gpencil_draw_delete)
= Alt IGrease Pencil Stroke Vertex Mode
New
gpencil.tint_flip
= Xwm.call_menu (GPENCIL_MT_gpencil_draw_delete)
= Alt IWIP: Keymap - Draw, Sculpt & Paint Mode Consistencyto Keymap - Draw, Sculpt & Paint Mode Consistency@ideasman42 I would like to get some feedback on the change that the context menu opens on
Right Mouse
'Click' instead of 'Press'.I went this route to make sure the context menu will never conflict with stencil controls in painting/sculpting modes.
those are great :
Set Weight = Shift K -> Ctrl X
Invert Paint = Ctrl Left Mouse
Smooth Paint = Shift Left Mouse
Sample Wight/group and change STroke sound reasonable. (never used those before)
for the gradients im not sure how you would set the strenght/direction without mouse. unless this means it starts the mode.
I actually thinks it works fine
@blender-bot package
Package build started. Download here when ready.
Hi Julien,
I tested the new shortcuts in weight paint mode. Here are my notes:
Hope this helps.
Typing this all out for the second time, because was auto-logged out and didn't realize till I clicked "Comment" and the pages forwarde me to login page, purging my notes. facepalm Lesson learned.
Anyhow...
@JulienKaspar, as this applies to rigging / vertex weight painting...
In general, I love the updates. Freed up some conflicts with some vertex weighting addons I use, while created another. In total, a net win.
Smoothing and inverting w/ Shift & Ctrl is a major improve. Functions as expected, utilizing the strength setting for the smooth brush. YAY!
Set Weight = Shift K -> Ctrl X
Prefer this location, as I believe if someone's using this in their workflow, they use it frequently and not just as a "one off"... so nice to be in reach now (and I can remove it from my custom pie). That being said, seems there is some functionality missing. See attached screenshots from my 3.3 build. There is a "paint.weight_set_wp" which (I think?) is the default, which allows a custom default value to be set for the weight, and activates a model that uses the mousewheel to increase or decrease this value by increments of 0.1. However, in this test build it is set to use "paint.weight_set", which doesn't allow the value to be adjusted.
Good time to also mention a potential feature to this, which is to be able to adjust the value using the mouse/stylus movement, and not rely on a mouse-wheel. This would be very handy for adjusting the weighting (for example) of edge loops that lie next to bend positions like fingers and elbows, and if one can tweak the increment value, you can tweak weights to be just right... quickly and interactively.
Linear Gradient = Alt Left Mouse -> Shift A
Radial Gradient = Ctrl Alt Left Mouse -> Shift Alt A
As @EosFoxx , I wasn't sure how this worked as I was used to the Alt+Drag method. However, I can see that the key combo now activates a sort of "standby" mode which waits for a click to activate the tool. Personal preference, but I like this better now. That said, might be helpful to have some sort of obvious visual que that tells the user that the tool is in standby. I cannot think of another tool in Blender that works similarly, so got nothing to compare against.
Stroke Method Menu = E -> Alt E
I like this change, because it no longer conflicts with my custom vertex weighting pie menu. ;)
Conclusion:
All in all, I like these improvements... but have to address the apparent loss in functionality of Set Weight (and maybe add in some additional features?). In a week or so I have some complex weighting tasks I need to address at work, and can dive deeper in then, paying close attention to how it changes my workflow... in actual practice (not just a test).
Thanks for all this! Inspired.
@arminhlc @JerBot Thanks for the notes! I'll discuss some follow-up To Do's to fix the issues with the gradient and set weight operators. I agree that these can be improved.
@JerBot I can't find the
paint.weight_set_wp
operator. Maybe it's an addon?@JulienKaspar
My bad, just found the --factory-startup flag, and will use that in the future.
Yes, it appears to come from an addon. That said... wouldn't it be wonderful to have this feature? ;)
I have nothing against the proposed Weight Paint keymap changes.
Linear Gradient = Shift A
I don't mind Gradient being moved to a different key. I do very much miss the speed of drag-Left Mouse to have it start the operation as soon as I use the current shortcut and click, I use it as a very fast refine/iteration, that I can't do in the new key system.
This isn't so much an issue with the keymap but the UI feedback to the user for sample weight, that I don't think I realized, for sample, it would be nice if the UI updated to show the sample tool while getting a sample instead of always looking like the brush, I was sampling weights and didn't realize it by mistake.
939345adcf
to98aaf8ec9b
I made some adjustments:
There seems to be unanumous approval among the animation module artists here. I noted all the mentioned improvements that can be done outside of the keymap, which should be put on the animation module workboard afterwards.
I still need grease pencil artists and devs to approve on this or give more feedback.
@filedescriptor @pepe-school-land @mendio Please let me know if these changes seem good to you.
@filedescriptor @ideasman42 Also any notes on the technical side of the patch would be very appreciated.
New sculpt hotkeys looks great to me. Especially relative subdivision up/down
Subdivision Set (Level -1 relative) = Pg Down -> Alt 1
Subdivision Set (Level 1 relative) = Pg Up -> Alt 2
@blender-bot package
Package build started. Download here when ready.
Generally looks good. Logically I find
Alt-1
andAlt-2
a bit odd/awkward . Number keys typically set a slot (in general but also in Blender), might keys be used that are more often used to increment/decrement? (modifiers with +/- even brackets).f560aecd4c
to39eb97c7d6
@DanielBystedt One more change that I'd like to get your review for.
Instead of changing every face set related shortcut from
W
toE
, I am now only changing the Face Set Edit pie menu toAlt W
.This also resolves the same issue and is a far less disruptive change.
What you you think?
If we want we could also revert the Stroke Method menu from
Alt E
back toE
.But tbh I like that
E
andW
are left vacant for custom brush shortcuts.Sure, that works. Since there is already a
shift + W
shortcut forExpand Face Set By Topology
,alt + W
will be logical forFace Set Edit Pie
.My main concern is outside of the scope for setting new hotkeys, but worth mentioning. The hotkeys are not easy to discover. Some menu item display their hotkeys right next to the operator name, but
Face Set Edit Pie
andContext Enum Menu
are only possible to discover if the user opens the preferences and the hotkey editor (which can be a bit overwhelming).Same thing also with switch colors in texture and vertex paint mode. That operator could almost be added as a small button next to the colors for discoverability.
Submitted !110535, an update to this patch.
Note that sculpt mode was already using
Shift-RMB
for:("brush.stencil_control", {"type": 'RIGHTMOUSE', "value": 'PRESS', "shift": True}, {"properties": [("mode", 'SCALE')]}),
This is commented out in the patch but should probably be assigned another key.
Keymap - Draw, Sculpt & Paint Mode Consistencyto Keymap: improve consistency for paint modesI like face set visibility being consistent with edit mode hiding.
Alt+1 and Alt+2 sets slots 11 and 12 which are hard to access. Shift+number probably has a better potential.
Speaking of a vertex color I think its color picking has some realization misconceptions, like shading influence to a picked color and absence of an ability to get precise color of a specific vertex (or maybe I am missing something)
A question - does
Paint Smooth = Shift Left Mouse
stands for "Blur" or "Smear"?
@1D_Inc Right now collection hiding is not used outside of object & pose mode. So any
Numbers
+Shift
/Alt
is not used for that.There needs to be another discussion about broader optional collection hiding support across modes and how that affects current defaults.
The color sampling operator can be improved yes. It needs exposed operator options for sample merged, sample vertex and better visual feedback.
Shift LMB
is for Blur.These seem like sensible changes.
In case this is relevant as a point of comparison, I've been maintaining this custom hotkey set for a while now, the "Alternate Hybrid Compatible keymap" or "Hybridkeys" mainly for those who want a lighter middle ground between default keys and Industry Compatible: https://blender.community/c/rightclickselect/w0fbbc/
Perhaps it would be worth rolling some of those changes into the default set as well, or leaving room for them.
I would suggest getting rid of ALL the numbered Hide Collection 0-9 hotkeys in the default map, perhaps even the SHIFT 0-9 and ALT 0-9 ones. The only times I use those hotkeys is when I press them accidentally and have to figure out where my objects went...