Keymap: improve consistency for paint modes #108791

Manually merged
Campbell Barton merged 8 commits from JulienKaspar/blender:draw-sculpt-paint-shortcut-consistency into main 2023-07-28 04:38:30 +02:00
Member

Based on the design #105298

General Info

Various changes to common keymap entries to

  • Sync up very common shortcuts between all Draw, Paint & Sculpt modes
  • Avoid shortcut conflicts and remap blocking shortcuts
  • Add missing common shortcuts
  • Make some important shortcuts more accessible

Some standards this is setting across these modes are:

  • Holding Ctrl & Shift for inverted/smoothing brush strokes
  • X (+ modifier keys) for Color operations (For example flip, sample & fill)
  • Ctrl R for remeshing
  • I and Alt I for creating and removing keyframes

Changes

Vertex Paint (Global)

  • Sample Color = S -> Shift X
  • Set Vertex Color = Shift K -> Ctrl X
  • Stroke Method Menu = E -> Alt E

New

  • Paint Smooth = Shift Left Mouse

Weight Paint (Global)

  • Sample Weight = Ctrl Left Mouse -> Shift X
  • Sample Group = Shift Left Mouse -> Shift Ctrl X
  • Set Weight = Shift K -> Ctrl X
  • Linear Gradient = Alt Left Mouse -> Shift A
  • Radial Gradient = Ctrl Alt Left Mouse -> Shift Alt A
  • Stroke Method Menu = E -> Alt E

New

  • Invert Paint = Ctrl Left Mouse
  • Smooth Paint = Shift Left Mouse

Image Paint (Global)

  • Sample Color = S -> Shift X

New

  • Smooth Paint = Shift Left Mouse

Sculpt (Global)

  • Face Sets Visibility = H -> Shift H
  • Face Sets Visibility = Shift H -> H
  • Face Set Edit Pie = W -> Alt W
  • Sample Color = S -> Shift X
  • Context Enum Menu = E -> Alt E
  • Subdivision Set (Level -1 relative) = Pg Down -> Alt 1
  • Subdivision Set (Level 1 relative) = Pg Up -> Alt 2

New

  • paint.brush_colors_flip = X
  • sculpt.detail_flood_fill = Ctrl R
  • sculpt.set_pivot_position (Mode=Surface) = Shift Right Mouse

Sculpt Curves

New

  • brush.scale_size (Scalar=0.9) = [
  • brush.scale_size (Scalar=1.1) = ]

Grease Pencil (Every Mode)

Removed

  • Delete All Active Frames = Shift X

Grease Pencil Stroke Edit Mode

New

  • wm.call_menu (GPENCIL_MT_gpencil_draw_delete) = Alt I

Grease Pencil Stroke Paint Mode

  • Delete = X -> Alt I

Grease Pencil Stroke Sculpt Mode

New

  • wm.call_menu (GPENCIL_MT_gpencil_draw_delete) = Alt I

Grease Pencil Stroke Weight Mode

  • Sample Weight = Ctrl Left Mouse -> Shift X

New

  • wm.call_menu (GPENCIL_MT_gpencil_draw_delete) = Alt I

Grease Pencil Stroke Vertex Mode

New

  • gpencil.tint_flip = X
  • wm.call_menu (GPENCIL_MT_gpencil_draw_delete) = Alt I
Based on the design #105298 # General Info Various changes to common keymap entries to - Sync up very common shortcuts between all Draw, Paint & Sculpt modes - Avoid shortcut conflicts and remap blocking shortcuts - Add missing common shortcuts - Make some important shortcuts more accessible Some standards this is setting across these modes are: - Holding **<kbd>Ctrl</kbd>** & **<kbd>Shift</kbd>** for inverted/smoothing brush strokes - **<kbd>X</kbd>** (+ modifier keys) for Color operations (For example flip, sample & fill) - **<kbd>Ctrl R</kbd>** for remeshing - **<kbd>I</kbd>** and **<kbd>Alt I</kbd>** for creating and removing keyframes # Changes ## Vertex Paint (Global) - Sample Color = **<kbd>S</kbd>** -> **<kbd>Shift X</kbd>** - Set Vertex Color = **<kbd>Shift K</kbd>** -> **<kbd>Ctrl X</kbd>** - Stroke Method Menu = **<kbd>E</kbd>** -> **<kbd>Alt E</kbd>** **New** - Paint Smooth = **<kbd>Shift Left Mouse</kbd>** ## Weight Paint (Global) - Sample Weight = **<kbd>Ctrl Left Mouse</kbd>** -> **<kbd>Shift X</kbd>** - Sample Group = **<kbd>Shift Left Mouse</kbd>** -> **<kbd>Shift Ctrl X</kbd>** - Set Weight = **<kbd>Shift K</kbd>** -> **<kbd>Ctrl X</kbd>** - Linear Gradient = **<kbd>Alt Left Mouse</kbd>** -> **<kbd>Shift A</kbd>** - Radial Gradient = **<kbd>Ctrl Alt Left Mouse</kbd>** -> **<kbd>Shift Alt A</kbd>** - Stroke Method Menu = **<kbd>E</kbd>** -> **<kbd>Alt E</kbd>** **New** - Invert Paint = **<kbd>Ctrl Left Mouse</kbd>** - Smooth Paint = **<kbd>Shift Left Mouse</kbd>** ## Image Paint (Global) - Sample Color = **<kbd>S</kbd>** -> **<kbd>Shift X</kbd>** **New** - Smooth Paint = **<kbd>Shift Left Mouse</kbd>** ## Sculpt (Global) - Face Sets Visibility = **<kbd>H</kbd>** -> **<kbd>Shift H</kbd>** - Face Sets Visibility = **<kbd>Shift H</kbd>** -> **<kbd>H</kbd>** - Face Set Edit Pie = **<kbd>W</kbd>** -> **<kbd>Alt W</kbd>** - Sample Color = **<kbd>S</kbd>** -> **<kbd>Shift X</kbd>** - Context Enum Menu = **<kbd>E</kbd>** -> **<kbd>Alt E</kbd>** - Subdivision Set (Level -1 relative) = **<kbd>Pg Down</kbd>** -> **<kbd>Alt 1</kbd>** - Subdivision Set (Level 1 relative) = **<kbd>Pg Up</kbd>** -> **<kbd>Alt 2</kbd>** **New** - **`paint.brush_colors_flip`** = **<kbd>X</kbd>** - **`sculpt.detail_flood_fill`** = **<kbd>Ctrl R</kbd>** - **`sculpt.set_pivot_position`** (Mode=Surface) = **<kbd>Shift Right Mouse</kbd>** ## Sculpt Curves **New** - **`brush.scale_size`** (Scalar=0.9) = **<kbd>[</kbd>** - **`brush.scale_size`** (Scalar=1.1) = **<kbd>]</kbd>** ## Grease Pencil (Every Mode) **Removed** - Delete All Active Frames = **<kbd>Shift X</kbd>** ## Grease Pencil Stroke Edit Mode **New** - **`wm.call_menu (GPENCIL_MT_gpencil_draw_delete)`** = **<kbd>Alt I</kbd>** ## Grease Pencil Stroke Paint Mode - Delete = **<kbd>X</kbd>** -> **<kbd>Alt I</kbd>** ## Grease Pencil Stroke Sculpt Mode **New** - **`wm.call_menu (GPENCIL_MT_gpencil_draw_delete)`** = **<kbd>Alt I</kbd>** ## Grease Pencil Stroke Weight Mode - Sample Weight = **<kbd>Ctrl Left Mouse</kbd>** -> **<kbd>Shift X</kbd>** **New** - **`wm.call_menu (GPENCIL_MT_gpencil_draw_delete)`** = **<kbd>Alt I</kbd>** ### Grease Pencil Stroke Vertex Mode **New** - **`gpencil.tint_flip`** = **<kbd>X</kbd>** - **`wm.call_menu (GPENCIL_MT_gpencil_draw_delete)`** = **<kbd>Alt I</kbd>**
Julien Kaspar added this to the 4.0 milestone 2023-06-09 09:39:27 +02:00
Julien Kaspar self-assigned this 2023-06-09 09:39:28 +02:00
Julien Kaspar changed title from WIP: Keymap - Draw, Sculpt & Paint Mode Consistency to Keymap - Draw, Sculpt & Paint Mode Consistency 2023-06-09 16:39:37 +02:00
Julien Kaspar requested review from Daniel Martinez Lara 2023-06-09 16:42:12 +02:00
Julien Kaspar requested review from Matias Mendiola 2023-06-09 16:42:13 +02:00
Julien Kaspar requested review from Falk David 2023-06-09 16:42:13 +02:00
Julien Kaspar requested review from Campbell Barton 2023-06-09 16:47:20 +02:00
Author
Member

@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.

@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.
Member

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

  • I know consistency tho -
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 - I know consistency tho -
Author
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@blender-bot package

@blender-bot package
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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR108791) when ready.
First-time contributor

Hi Julien,
I tested the new shortcuts in weight paint mode. Here are my notes:

  • I love that these changes are being made for consistency across Blender.
  • The only one I had trouble with is the Linear and Radial Gradient shortcut. Not sure how to use it as I couldn't get the preview to draw. Tried bunch of different ways and sometimes the gradient would show up and most of the times nothing happened.
  • Would be great if the weight fill shortcut worked outside of vertex and face selection.

Hope this helps.

Hi Julien, I tested the new shortcuts in weight paint mode. Here are my notes: - I love that these changes are being made for consistency across Blender. - The only one I had trouble with is the Linear and Radial Gradient shortcut. Not sure how to use it as I couldn't get the preview to draw. Tried bunch of different ways and sometimes the gradient would show up and most of the times nothing happened. - Would be great if the weight fill shortcut worked outside of vertex and face selection. Hope this helps.
First-time contributor

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.

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.
Author
Member

@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?

@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?
First-time contributor

@JulienKaspar

@JerBot I can't find the paint.weight_set_wp operator. Maybe it's an addon?

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? ;)

@JulienKaspar > @JerBot I can't find the `paint.weight_set_wp` operator. Maybe it's an addon? 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? ;)
Member

I have nothing against the proposed Weight Paint keymap changes.

  • Most of these are rarely used anyways.
  • Ctrl/Shift+Click behaviour I currently have implemented in an add-on, and would be great to have that in core Blender instead.
I have nothing against the proposed Weight Paint keymap changes. - Most of these are rarely used anyways. - Ctrl/Shift+Click behaviour I currently have implemented in an add-on, and would be great to have that in core Blender instead.
Member

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.

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.
Member

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.

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.
Julien Kaspar force-pushed draw-sculpt-paint-shortcut-consistency from 939345adcf to 98aaf8ec9b 2023-07-12 17:14:29 +02:00 Compare
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I made some adjustments:

  • I kept one "Delete All Active Frames" shortcut on Shift Delete
  • I reverted the changes to stencil controls and any conflicting keybindings. (Changing shortcuts isn't enough. This needs a better solution.)
I made some adjustments: - I kept one "Delete All Active Frames" shortcut on **<kbd>Shift Delete</kbd>** - I reverted the changes to stencil controls and any conflicting keybindings. (Changing shortcuts isn't enough. This needs a better solution.)
Julien Kaspar requested review from Daniel Bystedt 2023-07-19 12:17:19 +02:00
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Member

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.

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.
Falk David approved these changes 2023-07-19 12:52:05 +02:00
Member

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

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
Daniel Bystedt approved these changes 2023-07-19 14:34:49 +02:00
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@blender-bot package

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Package build started. Download here when ready.

Package build started. [Download here](https://builder.blender.org/download/patch/PR108791) when ready.

Generally looks good. Logically I find Alt-1 and Alt-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).

Generally looks good. Logically I find `Alt-1` and `Alt-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).
Julien Kaspar force-pushed draw-sculpt-paint-shortcut-consistency from f560aecd4c to 39eb97c7d6 2023-07-26 14:25:26 +02:00 Compare
Julien Kaspar requested review from Daniel Bystedt 2023-07-26 14:26:14 +02:00
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@DanielBystedt One more change that I'd like to get your review for.
Instead of changing every face set related shortcut from W to E, I am now only changing the Face Set Edit pie menu to Alt 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 to E.
But tbh I like that E and W are left vacant for custom brush shortcuts.

@DanielBystedt One more change that I'd like to get your review for. Instead of changing every face set related shortcut from `W` to `E`, I am now only changing the Face Set Edit pie menu to `Alt 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 to `E`. But tbh I like that `E` and `W` are left vacant for custom brush shortcuts.
Member

@DanielBystedt One more change that I'd like to get your review for.
Instead of changing every face set related shortcut from W to E, I am now only changing the Face Set Edit pie menu to Alt 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 to E.
But tbh I like that E and W are left vacant for custom brush shortcuts.

Sure, that works. Since there is already a shift + W shortcut for Expand Face Set By Topology, alt + W will be logical for Face 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 and Context 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.

> @DanielBystedt One more change that I'd like to get your review for. > Instead of changing every face set related shortcut from `W` to `E`, I am now only changing the Face Set Edit pie menu to `Alt 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 to `E`. > But tbh I like that `E` and `W` are left vacant for custom brush shortcuts. Sure, that works. Since there is already a `shift + W` shortcut for `Expand Face Set By Topology`, `alt + W` will be logical for `Face 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` and `Context 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.
Daniel Bystedt approved these changes 2023-07-27 00:02:46 +02:00

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.

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.
Campbell Barton changed title from Keymap - Draw, Sculpt & Paint Mode Consistency to Keymap: improve consistency for paint modes 2023-07-28 04:24:18 +02:00
Campbell Barton manually merged commit 6de6d7267f into main 2023-07-28 04:38:30 +02:00
Campbell Barton deleted branch draw-sculpt-paint-shortcut-consistency 2023-07-28 04:38:40 +02:00
First-time contributor

I like face set visibility being consistent with edit mode hiding.

Generally looks good. Logically I find Alt-1 and Alt-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).

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"?

I like face set visibility being consistent with edit mode hiding. > Generally looks good. Logically I find `Alt-1` and `Alt-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). 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"?
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@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.

@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.
First-time contributor

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...

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...
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Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
12 Participants
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Reference: blender/blender#108791
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