I’ve been thinking about the very same topic, and have compiled my thoughts on this (and other points) into a google doc:
The relevant sections are all after the first one about modeling tools, but I’ll paste some of them here to join the discussion (I’ll reply to some other posts later, but I’m at work now).
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Outliner: clicking on icons in the outliner should lead to the relevant section of Blender, the way it does when you click the Mesh icon and it takes you into edit mode on that model. Clicking on the ‘material’ part behind an object’s name could take you to the material page.
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Implement deleting of modifiers in outliner.
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ctrl-rmb on the origin in editmode deselects the object… what’s the purpose of this?
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Align Camera to view can not be undone.
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Toggle all visual aids on/off: vertices, edges, face-dots, edge seams, sharp edges, bevel weights, grid… Possibly use ‘Render Only’ for this? Everything except selection overlay and selection highlighting?
Ofcourse, introducing another shade mode would be even better, much like you have solid and wireframe now, one without any of the visual aids. -
When normals are flipped and one-sided, it would be helpful if you could see through them in Solid Shade mode. Now I need to switch to Texture Shade for that to work (say I flip the normals on a sphere, I want to be able to see the back wall of it, essentially looking inside)
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Missing themeing control for Face-dot opacity.
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When alt-scrolling through a dropbox with icons, the icon doesn’t change untill you move the mousecursor away.
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Shear has a control (mmb) that does not show up in the Operator (or Redo Last) window
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Turning N- and T-panel on and off should preferably not move the 3d view content.
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Dynamically adjust grid to encompass all meshes.
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Repeat Action could be more solid. Doesn’t repeat selection, loses track of the previous action when a selection is made…
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Transform menu, Vertex menu, Edge menu, Face menu, Specials menu, Extrude menu… The logic to this fragmentation seems to have gotten lost over time, and in addition to that some tools (shrink/fatten?) are nowhere to be found in the menus. With a reworking of the tools now that Bmesh is in trunk, could we also look at this and ensure we don’t just throw everything into the specials category?
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Give primitives default uv’s. Especially useful on spline-extruded tubes etc.
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Name new objects ‘Sphere 001’ ‘Cube 001’ etc.
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Outliner: Drag eyes to hide and unhide multiple objects at once.
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Outliner: Folders/Groups.
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Correctly assign shortcuts through rightclicking a command and choosing Add/Change Shortcut for commands in a sub-menu.
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If your mousecursor is on top of the selection, scaling will work erratically. This is often the case, since you need to select something before you scale it. I now need to move my mousecursor away before pressing S to prevent this, but instead we could set a minimum strength.
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Tab to switch between Object mode and Edit mode when tapped, give a menu with all modes when held. Selects option highlighted when Tab’s released.
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Undo also undoes switching mesh select modes. Is this correct behaviour?
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Cancelling Extrude or Duplicate does not undo the creation of extra geometry, and as it shares the same space as the original selection it’s undetectable. I would prefer to see this caused by a deliberate action (press 0?) rather than in this way, which can easily be evoked accidentally.
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Loopcut: You lose your selection if you invoke loopcut and cancel. Undo does not bring your previous selection back.
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Allow Header customisation (scrolling, minimised menus) to be saved with user settings.
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ctrl-n in editmode triggers ‘make normals consistent’ rather than reloading the startup file. Inconsistent hotkey configurations between different modes can be confusing.
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Shortcut keys for different tabs in the Properties Editor (F-keys?). Shortcut key to step through them (ctrl-tab & ctrl-shift tab?)
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Allow the user to re-orden (drag & drop?) Screen Lay-outs. New Screen Layouts could be ordered by creation, not alphabetically.
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Hide & Reveal Hidden: When nothing’s selected, (context!) the hide shortcut could Reveal Hidden instead, much like how A deselects when there’s something selected, but selects all when nothing’s selected anymore.
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Option to temporarily hide or fade out viewport palettes (t and n ones) while viewport is being manipulated, or a tool is active. This way you gain viewport space, but only during actions in which the user can’t make use of these palettes anyway.
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Warn when creating conflicting hotkey
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The way multi-select works right now can give unexpected results: http://dl.dropbox.com/u/17715/BL_multiselect_subd.gif
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as it stands the Circle Select works differently from regular select. This is extremely counterintuitive. lmb now selects instead of rmb, and Instead of shift-drag deselecting, mmb does! This type of inconsistency seems to me to be unintended and ultimately unwanted I hope?
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Select linked also works differently, and in fact seems to incorporate my other request (Selection Highlighting): You just hold your cursor over the mesh part you want, and press L, Blender will pick whatever’s closest. Existing selections make no difference.
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Shortcut to reset Sliders/Values. You can already hover and ctrl-c/ctrl-v, how about x or ctrl-x to reset the value? Rmb>v works, but is less elegant and doesn’t always work (with dropdowns, it’s rmb>d)
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Automatic saving of textures when they’re changed internally.
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Automatic reloading of textures when they’re changed externally.
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Tooltips in menus currently only show a helpful line of text for the main ‘tool’, not it’s variations ‘Select Similar>Material, Image, Area’ etc.
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Drag and drop interface to set hotkeys. One column for hotkeys, one column for tools and one for mouse functions.
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User preference to disallow non-manifold geometry.
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Visual gridsize relative to zoom level: http://www.youtube.com/watch?v=rhPegnPWgwM
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ctrl-click extrude could be repositioned in ‘realtime’ when hotkeys are held (click-drag)
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Selected components always visible through mesh?
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‘Operator’ tab scales (up and down) to its contents. When a tool has no options, it only shows the header with the operator name. Leaves more space in the tool panel!
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Rendering images to clipboard.
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External editors: set external editor in options, one per data-type. one-click export/import of (2d) splines to inkscape/illustrator, bitmap to photoshop/gimp (already in), text to word/libreoffice, meshdata to Silo/wings/3dsmax etc. Bit of a longshot, I realise.
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Ability to edit primitive parameters after creation. Like: http://lists.blender.org/pipermail/bf-committers/2011-October/033769.html
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Outliner: Integrate layers. User preference to ‘show layers in outliner’, otherwise the outliner appears as it does now, in a flat structure. Layers can be renamed, but are still linked to the current 20 Scene Layers as they are now, and can still be switched to with the 20 buttons in the 3d window header. This is only a way to visualise them in the Outliner. This might fall apart visually when items in different layers are parented to eachother?
Scenes already do this, but I’m not familiar enough with them to say whether they’ll suffice, or they will be problematic to use this way. -
Ability to add or delete/hide buttons in the viewport side-bars without having to script. Another tab in preferences, much like the input one, would work nicely. Earlier betas had the option to add buttons.
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Add alternate names to tools that can be accessed by the search tool. This way, those that come to Blender from other software will have less trouble adjusting, as it will help them find the function they want even if the name is different in Blender. It could work like Google, when it can’t find something it would say ‘did you mean…?’ In the case of Chamfer (as bevel is called in Max), a Max user would search for that and get ‘did you mean Bevel?’
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Ability to zoom/scale Headers/menubars and the outliner.
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Toggleable grid (grid and axis-lines at the same time!) with hotkey.
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Viewport tool palettes are very messy and long, tabs could help, as could icons.
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Verse integration, what happened? Seemed like a brilliant tool. Eskil’s talk at Bcon made it sound like it was a sure thing.
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Display of tri-count, options to toggle display of verts, tris and/or quads for the scene and selection.
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Export selected
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Bring back Floating Palettes. Non-overlapping ui is great, but for some things a palette is useful.
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http://tenderlovingdesign.com/storage/blender/Modifier_Proposal.pdf
If any of these have been fixed since I wrote them down, or I’ve made a mistake, let me know! I put a lot of work into this, and I welcome the feedback.