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  • Published 12 Sep 2020

shift + tilde should respect whether you have lock camera to view enabled

shift + tilde should respect whether you have lock camera to view enabled, otherwise you could mess up your camera's position and not be able to recover it if there hasn't been an auto save since the last time you intentionally moved the camera.

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Development Status: Open

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3di
12 Sep 2020

12 Comments

Lauloque

What's Shift Tilde?

NiCapp

* @-L0Lock- * walk/fly scene as videogame

1
thinsoldier

* @NiCapp * shift tilde is very intentional to activate and if you activate it accidentally you can just hit escape and your viewpoint/camera goes back to where it was.

If the user viewpoint and camera viewpoint had their own undo stack like in other programs you wan't feel the need to make this proposal.

3di Author

* @thinsoldier * yes the camera undo system is something I've suggested previously. The only reason for this suggestion is if you didn't realise you were in camera view before going into shift + tilde so don't realise there's a need to press escape.

dillenbata

* @3d illusions * the view box when your in camera view should clue you in that you're in camera view not view port view.

3di Author

* @dillenbata * when you're nearing the end of a 30 hour shift to meet a deadline, it's pretty easy to make mistakes like this, particularly if the viewbox isn't visible, for example if you've zoomed in a bit.

It's no biggy, I just though it would be a good idea to make a suggestion to unify the behaviour of a setting rather than it behave differently for different types of viewport controls.

1
softyoda

* @-L0Lock- * French keyboard here, any idea how you do shift+tilde ? i always had to add quick menu in every computer i work on blender and open many topic to have back some shortcuts... Is it a vanilla shortcut or only 3d illusions and NiCapp user defined shortcut ?

thinsoldier

* @yoann softyoda * Yeah they need to fix that. I've seen many people on various non english keyboards say they don't have a tilde key. View > Navigation > Walk Navigation (add to quick favorites)

Lauloque

* @yoann softyoda * simple: you must replace the shortcut to something that's available on french azerty set. Unfortunately, when you write a software, you're usually forced to pick a keyboard setting and have things working only on that one. Going around this hardware limitations is often way too hard to even bother trying to spend time on it.

That is also yet another reason why people should avoid referring to something by their keyboard shortcut: it might not even exist on different keyboards set, or be different, or the user customized its keyset.
Here we could have written "walk/fly mode" from the beginning and there would have been no issue.

softyoda

* @-L0Lock- * Ok, i understand. The blender fundation should use it's community to do this job of found key that should be compatible with most keyboard, it's not a that difficult job, just long and it take time to design logical keyboard shortcut. Still it is better than nothing.

Also i found it sad to have a keyboard that add 12 extra macro keys (it's a logitech g110) but the only way to use this macro into blender is to assign it to another shortcut (usually i do like CTRL+ALT+SHIFT+another key but i always hope it is not already used elsewhere in blender).

kidtempo

* @3d illusions * Does anyone know what the camera doesn't have an undo stack? Is there a technical reason for this or was it a conscious design decision?

3di Author

* @kidtempo * not sure.