I know this has been mentioned a couple of times, I would once want to know. What’s the importance of visually telling the user what face is the active one?
and couldn’t it be disabled, when nothing is selected at all. (see image, no faces are selected still it has to visually show what face was selected last)
it should be in user prefs. I hardly ever have need for this. even when I call operators who wants to know in what order i selected, I keep that in mind what I selected lastly.
I dislike this dotted transparance ala dittered GIF
The active face display is actually an important part of some features like the TexFace settings for the BGE and the “follow active quads” UV script that makes unwrapping complex non-organic quad-based meshes much easier, the fact is the ‘active face’ can serve as an important piece for various features that work with polygons.
This is why I think it shouldn’t be removed or even turned off by default, how will such features work then?
have spent 5 hours theming and not been able to get rid of it, it’s hardcoded. alpha is 1.0 so it’s not transparent. it’s impossible to over ride atm with theme settings.
@ad
it’s not visually showing active face, it showing last active face. it’s even visually feedbacking when nothing is selected.
IMO it’s only important for developers and scripters, it should be in user prefs under “editing” if you would want it enable or disable.
offer still stands, first dev to implement settings for it gets xmas presen.t
but it’s only the alpha of the dittered dots , it still shows the underlaying shader and the active vertex/face doesn’t have any color.
I never wanted it gone, it could be still active. just not visual for the user. unless you activate it
Under Properties there’s a perfect place for it under Mesh Display > Overlays:
there you can enable it to show visual edge seams, creases etc. there Active Selection Ditter or Alpha could be listed to view or hide it.
I have no idea what it’s for, but I trust that’s just my lack of knowledge. But yay for alpha! I’m gonna knock that to 0 the second I get home! (and start up Blender, logically)
I use 3d cursor for alt+R operator, it’ the spin one, 3d cursor could be actually merged with 3d manipulator. would be easier to click that one around and rotate, scale from it.
I would like to know the list of everyday uses it has, outside of programming. It’s annoying everyday, I guess that counts, LOL.
It’s definitely a point of confusion in tutorials. I have to strategically click on a face that’s away from an area being explained since it appears to be selected when nothing is selected. There really should be a simple option to disable its visibility.
I would put it into the same category as the recent option to turn of the python aspect of the Tooltips. It’s a nice feature, I’m sure, but should it be constantly front and center stage? Is it that important?
The 3D cursor also helps you determine where new objects will be created, so if you need a new object to be created in a specific spot, place the cursor there and it will be created there.
There’s also a feature which will move your view perspective to be centered on the 3D cursor as well as a snapping tool that can move objects to where the 3D cursor is.
The 3D cursor can also be used as a center pivot for rotation, scaling, and other tools that manipulate objects.
I would rather have the requirement to place the 3D cursor before using these things over having to set up a temporary pivot every time.
Though i really never seen the use of the active face.
Could someone make a list where it is a must, and can’t be implemented in a different way?
How would the ‘follow active quads’ UV-mapping tool work then (noting that it uses the active face as the start point for the algorithm)?
The 3D cursor also helps you determine where new objects will be created, so if you need a new object to be created in a specific spot, place the cursor there and it will be created there.
Why not just place the object on where your mouse cursor is at? Should work great with radial menus.
Moving the 3D cursor to a specific location is not any easier or quicker then moving the newly created object to the specific location.
There’s also a feature which will move your view perspective to be centered on the 3D cursor as well as a snapping tool that can
move objects to where the 3D cursor is.
Yes. That. true.
The 3D cursor can also be used as a center pivot for rotation, scaling, and other tools that manipulate objects.
Temporary pivots.
I’m all for temporary pivots.
I imagine them to look just like the 3D cursor, but would be also movable with the 3D manipulator.
And when you are done with your spin or rotate or whatever, they disappear.