when you quit, blender saves automatically quit.blend to your temp directory.
Yes I know this, but it is buggy sometimes> unable to save… console message, right on shutdown.
Particularly annoying when the render window inexplicably minimizes itself, then you accidentally close, then the save function fails.
I also use the save every 5 min function.
I also push Blender/my reasonably good computer to the limit, so this is a regular occurrence.
The other favorite of mine is the need for a escape/cancel/abort button when a script crashes, thus losing all work back to the last save provided you took longer than 5 min (or whatever you set the auto save at) to bring on the crash.
If you want to crash blender try discombobulating the default cube x10 (with copy before modifying on) and see how far you get. I do regularly crash Blender pushing the limits of scripts. This is not a bug in Blender it is my own doing most of the time.
The ability to abort the script would save much work when trying to do what you don’t realize is not possible or you are too impatient to wait indefinitely for it to compute a ridiculously large amount of computations.
Blender doesn’t save to quit when it’s crashed either.
m.a.
@ basse,
true, that was a poor example. Some of the other points were more valid.
off topic> latest error I made,
error: too much vertices.
Value out of range: vertices or faces limit.
Error:maximum faces overflow. Break in calcnodule
Luckily Blender automatically shut down the script instantly instead of crashing.
That is not always the case.
back to topic>
an escape/cancel/abort button function for scripts would be good.
m.a.
Yes, I just changed back to left-click select, after having used right-click for ~5 months. So far I haven’t met some inconsistencies with LMB, so that’s good. The point I was trying to make, was click’n’drag box-select, instead of having to both press a key, and click a button.
for click and drag box select there needs to be a way to work that with the gestures… I don’t select multi as much as I transform, so I prefer gestures to be quick (click drag) and select multi to be keyboard, perhaps this kind of thing will have to wait till the event refactor so everybody can be happy with their own prefs…
of course, too much customization can bring it’s own issues…
[edit] to keep this ontopic, how about this simple thing: drepilepsy running by default in the default .B.blend… would make our lives a lot more colorful.
When adding objects, make them world coordinates and not facing the camera (or at least having this as an option, as every other package does this by default which you sort of get used too when using various packages). There was a build a long time ago with this but not implemented as far as I know.:rolleyes:
If I append objects from another blend file, I’d love it if all appended objects were selected after the import was complete. All too often, I import a small object and then spend a few minutes hunting it down in my current model.
It would be nice to stay in the move/rot/scale mode after each transformation execution until i change it. It seems not a big deal when someone only need to transform obj here and there, but it become obvious during modeling session when one has to move the vertices alot. For example, if i select and move vertices 10 times before i need to do a rotation, i could’ve saved 9 steps of gesturing(or hitting the G key).
@FreakyDude – i know about the click drag thing, but it only works for moving single vertice. For moving multiple vertices or doing rot/scale one still needs to do the gesturing/hitting the shortcut key step.
i like the gestures too, and i’m not suggesting to disable the gesture. i only hope that i could stay in the transformation mode until i change it.
When you want a vertical buttons window (along the side of your wide screen monitor), the header buttons automatically bunch up in rows so you can see them all.
well so long as it is a toggle, because I’d like it not to stay in transformation mode.
By the way, it works on more than one single vertex, you can have anything selected that you want, and select something else with shift +rmb while holding rmb down. It does indeed not work with gestures like rotating or scaling, but while you’re in rmb move mode you can press r or s for that without it affecting you being in “manipulation mode”
@RK
you can sort of cheat this by using the outliner in OOPS view and disabling everything you don’t want to display, and using the node editor. @ex-nihilo, I’d rather have the ability to choose left and right in addition to top/bottom.
EDIT:
What I’d really like to see changed is the ability to use the knife tool to cut along a face/plane.
For instance by using alt. Right now although you can snap to vertex, it always cuts your mesh, or rather your selection aligned with your view.
I’d like an option to do this:
Use knife (exact)
hold ctrl when clicking to snap to points, good, now I can cut precisely. But only aligned to my view.
If I use alt, with or without ctrl to snap, I can define an extra point which defines a face. And my selection will be cut along that face.
Thats what I would change/add.
I’ve got another one, multi-threaded UI. It would be so nice to not have the whole UI locked on long operations. I especially don’t like how yafray plugin/XML renders can lock the whole UI up for huge amounts of time.