I have run into trouble at times trying to use the num pad to enter numbers. Instead of entering the number, my view changes.
When you’re not focused on a value field or when you’re not in the process of transforming something, the pad numbers are bound to view changes.
When i’m searching for the 2.7 icons of sculpt brushes in the tool menu, and in the N tab are still the older icons(!!) creating a conflict in my head. So the only option is to use the shortcuts (which is good i guess).
The default font rendering and selection really hurts my eyes, but maybe that’s just me
Noto Sans with full hinting looks great. 1.06 resolution scale.
Speaking of defaults. I know I can save my default scene for starting new scenes, but when I open an old scene or someone else’s, it comes with everything set the way it was, which means I have to go back and reset everything the way I like it. This includes render settings. Is there a way to save all these settings so that I can load them into an existing scene and not have to reset everything manually one setting at a time?
Thanks!
Hi, you can disable “Load UI” in the open file dialog.
I am not sure if it work for all settings, cant test atm…
Cheers, mib
Another thing to try is rather than LOAD use APPEND.
Ridiculous defaults: the ZOOM level on New Images – seems like “show the whole image” might be nice.
Yes, like with camera view, why is it not autosized to viewport borders. You always have to zoom in first.
Hi.
There’s an annoyance that has been bothering me for a long time: the requirement to press the TAB key to switch between Object and Edit mode (present in the default Blender keymap preset). I think that it slows down the modeling workflow.
I tried the “Industry Standard keymap preset” but there are hotkeys that I don’t like either.
So I created my own keymap preset, mixing the two presets: this way, I keep most of the usual Blender hotkeys but to directly switch to Edit Vertex mode, Edit Edge mode, Edit Face, mode, I just have to press 1, 2 or 3. I assigned 4 to Object mode. I finished my preset by assigning Sculpt mode to 5, Vertex Paint mode to 6, Weight Paint to 7 and Texture Paint to 8.
If you want to do the same:
Summary
Here is what I edited: (in Edit > Preferences > Keymap, extend the 3D View menu then the Object Non-modal menu, and add these custom hotkeys:
As you can see, I haven’t removed the TAB hotkey to switch between Object and Edit modes (because, long time habits are sometimes difficult to get rid of. That being said, I now rarely use TAB anymore).
PS: of course, I deactivated the “Hide Collection” hotkeys 1 2 3 4 5 6 7 8 9 0 (in 3DView > Object Mode > Object Mode (Global) ) otherwise they would have conflicted with the above hotkeys.
- EEVEE lights default distance and custom distances… I always have to use custom distance and push the value further.
- EEVEE lights shadow bias is way too high by default. It should be around 0.1 or 0.05.
Delete prompt confirmation…it kills me inside every single time
I admit I haven’t read this entire thread yet. Sorry if I duplicate something. I just couldn’t wait to get this out.
My pet peeve is when something goes wrong and there is a message but it appears in some obscure and arbitrary corner of the display and then disappears by the time you find it and want to read what happened. Sometimes the message is truncated due to space limitation so I still don’t know what happened. How about an actual notification pop-up which can be dismissed with a click. Also a checkbox with an option to auto dismiss this type of message would be cool.
I semi-agree with the thing about duplicating mesh but it is a tricky thing. I have many times used the esc key before performing any other action but I have also at times wanted to immediately move the duplicate just to be sure I got it and it’s what I wanted. I can always send it back with a ctrl-z. If in doubt about the operation, you can always do a ctrl-z to undo the last step. The worst that can happen if you go too far is that the faces selected for duplication become unselected. You can also do a delete selection, or do a ‘merge vertices’ to remove the duplicate since it is siting in the exact location of the original.
Best regards,
Bob G.
The info editor gathers all warnings and messages etc. but it’s not shown in the default interface…
Addon Management (or Clutter in the N-Panel) of-course.
Right now I filter addons per workspace. But each workspace has it’s own viewport shading. So each time I switch Workspace I have to change: view and viewport shading.
I normally use ctrl+x to get rid of stuff. It’s not exactly delete, but I also find the delete menu is useful sometimes. Confirmation is utterly pointless though, as we have undo to fix our mistakes
There currently is a GSoC that aims to improve the info editor to give meaningful feedback when errors occur, instead of the cryptic information it often gives currently.
I recently came across another one.This actually has been a problem in blender since 1.9 (or earlier). It was what put me off Blender back in the day.
If your system of organizing files involves descriptive directory names and subdirectories you can get a message saying your file name is too long and blender refuses to load the file. This is true of .blend files, materials, or even objects in a library file. AFAIK, this only applies to absolute path names (which I prefer over relative path names).
While I realize the need to protect against stack overflow in any text-line such as a file name or even just file path, Blender has this restriction set too low. I don’t believe it is a Linux limitation as I’ve never come across it anywhere else. This may have been to accommodate earlier versions of Windows, I don’t know.