Fix #93501 disable 3dcursor in sculpt mode #115749
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Reference: blender/blender#115749
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Delete Branch "(deleted):overlay_hide_3d_cursor"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
3d cursor is not used in sculpt mode, so disable it in the overlays panel.
There is an exception: when there are annotations present the 3d cursor can be enabled/disabled, since annotation location may depend on it. In this scenario, SHIFT+RMB doesn't move the cursor.
Please check following video for a demo of this change.
This is my first PR, please let me know if I missed something from the contributing process.
WIP: Fix #93501 disable 3dcursor in sculpt modeto Fix #93501 disable 3dcursor in sculpt mode37263453d5
to764376402a
Sculpt mode users have been arguing for years that instead of disallowing 3D cursor should be allowed in sculpt and texture modes. Disabling it was done for legacy reasons and doesn't make much sense. While sculpt mode has its own pivot, overall Blender uses for 3D cursor is still there. For example:
with . shortcut you can still change pivot point to 3D cursor. If its set to anything else it uses sculpt pivot, but if its set to 3D cursor it uses 3D cursor. UX wise this menu should be changed to include just 'Sculpt Pivot' and '3D Cursor', but 3D cursor option shouldn't be removed. It gives user ability to use pivot point defined in object mode, and having same pivot in multiple modes is very important. You can also quickly set pivot to world origin center when needed, without eyeballing, or changing modes to reset sculpt pivot (which is also known issue that will get fixed at some point)
'Lock View to 3D' cursor option from sidebar 'View' menu is still usable and handy. If you're allowed to rotate camera around 3D cursor, its logical that you should be able to see it too.
Case of annotations as you mentioned.
Since there are no 'symmetry planes' in Blender, 3D cursor can be useful to display symmetry center
@JulienKaspar what do you think? Joe wanted to enable cursor I remember. Maybe some design talk before the PR?
@Nika-Kutsniashvili Since the Option to transform only the sculpt pivot is not available yet in sculpt mode, I'd say yes, it would be nice to have the 3d cursor fully enabled in sculpt mode for the time being...
Perfect, I will update my changes to have the 3d cursor always enabled in sculpt mode
Don't do that yet, I don't have power to make design decisions, I'm just suggesting. Wait for Julien first
@PRiera1 If I were you, I'd try to implement that patch above that theredwaxpolice just linked (https://developer.blender.org/D9540). That's the real fix sculpt mode needs, and that's how things works universally in sculpting apps. Enough of tedious 3d cursor workarounds in sculpt mode.
Perfect, checking the patch and the conversation. Will try to take it from there.
@PRiera1 Be mindful that there is a lot of community interaction happening here too. @TheRedWaxPolice and @ThinkingPolygons feedback is welcome but they are not part of the module.
If in doubt, check the module landing page.
With the points raised it makes sense to wait for a bit.
We could show the 3D cursor overlay if it's needed in a current context but that's not very clear atm. Geometry node tools might also make use of the 3D cursor in the near future.
This needs to be discussed first. I'll get back to you on that.
That is quite an old patch and part of a bigger problem. It needs a closer look before implementing it.
Oooh very good point! My point is that even if sculpt mode isn't using 3D cursor (even though I think it would be good), rest of the Blender is still using it, and it should be viewable for those operations. 3D cursor overlay allowed, but disabled by default is what makes sense for all cases I think.
Just a small follow-up, these last days I've been checking the patch and the related discussion, and was trying to make possible to translate the pivot without affecting the non-masked mesh. I think I will try to continue a bit on that on my own, despite it won't get merged. It allows me to learn about the codebase.
Of course, better to have a consistent UI/UX than applying patches. I'm fine with no having this merged until the uncertainties have been addressed. I'll pick a next task from the Get Involved page, or taking some reported bug
@PRiera1 Why it wouldn't be merged if done correctly?
If you manage to make it work the right way, I think you should submit the patch for review and see what the developers have to say.
Now, if the developers decide to reject the patch for whatever reason, that's another story, but at least you tried.
I hope you keep your interest in the sculpting module, it's the toughest to get into. Almost everything is rejected, but who knows, maybe it will change someday.
@ThinkingPolygons Since the objective of this patch is now under discussion. So there is no "Correctly".
There's no point in merging a change if it's obvious it will get reverted a couple weeks later.
This casual pessimism is uncalled for. Nothing is rejected. It always takes dev time and iteration to get any feature into
main
, in every module.We are not talking about this patch anymore. It's about the investigation he's doing on the old pivot patch by pablo dobarro.
That functionality is super important, and if done right, I think it should be considered.
I really don't understand why you guys in charge of the sculpting module don't make this pivot patch high priority. It's almost impossible to use the transform tools in sculpt mode without it.
@ThinkingPolygons Then we shouldn't be talking about it here.
Bring this up on blender chat rather than any random task/PR on this site ...
And I fully understand the current state and importance of the transform tools.
That's the end of that discussion in these comments. I will not let this derail further.
No one is derailing anything here, we were talking with the creator of this patch.
Also wanted to make sure he doesn't give up on sculpt because of, well, THIS!
Hi, I'm closing this PR. Since the role of the 3d cursor in sculpt mode is still unclear there's no point in merging this, as @JulienKaspar said.
For the sake of learning about the code, I've been taking a look at how to transform the transformation gizmo without affecting the mesh. Looks like should be pretty straightforward, just change the function
ED_sculpt_update_modal_transform
to avoid doing any work when this is enabled. But since this wasn't the purpose of the task and this behavior requires analysis too, I don't have a PR-ready implementation.Basically I'll pick a next task from the Community Tasks list. Thanks for the input!
Pull request closed