Replace Y axis constraint key with C for better left-hand ergonomics
When using transform operations like Grab (G), Scale (S), or Rotate (R), axis constraint keys Z and X feel natural for the left hand — but Y does not.
The problem: in 10-finger touch typing, Y is a right-hand key (typed by the right index finger). When operating transforms with the left hand, reaching for Y requires an uncomfortable stretch across the keyboard. Z and X are well within left-hand range, but Y breaks the ergonomic flow entirely.
Proposal: Add C as an alternative axis constraint key for the Y axis, alongside the existing Y. The workflow would become:
G → Z — lock to Z axis (already ergonomic) G → X — lock to X axis (already ergonomic) G → C — lock to Y axis (new, ergonomic for left hand)
C sits naturally under the left index finger and doesn't conflict with any existing modal shortcut during a transform operation. The same logic applies to Scale (S) and Rotate (R).
Double-tapping would follow the existing convention: G → C → C for local Y axis, matching G → X → X and G → Z → Z.
The existing Y shortcut stays untouched — this is purely additive. No one loses their muscle memory, left-hand users gain a comfortable alternative.
3 Comments
I have Move, Scale and Rotate tools mapped to W,E,R And axis mapped to A,S,D This gives a very quick, compact, and ergonomic way to access transform operations.
Also, I have Automatic Constraint mapped to Space (in the middle mouse button by default). After mapping it to Space, I start to use almost solely it to choose the axis.
I have really low expectations that the default keymap would ever be updated or changed, no matter how terrible or bad it is. I bet my hopes on that the Keymap Editor would have the same essential updates. But don't have high expectations with that either.
It's a cool idea to use the space bar to activate the axis limitations for moving, scaling, and rotating objects.
The Dactylography example is an overwhelming evidence, that "Y" key needs a default alternative. I've been making stuff in Blender for Rigging & Animation for several years... as much as I like the logic of "Y" being "Y" and nothing else, it's a complete disaster for Workflows --my hand will hardly adapt to this, because it would be bad software "design" to attempt to adapt to that kind of reality. Btw, it's not Blender's fault that the standard keyboard is the "qwertyuiop" as it is, but it is a design mistake to think that "Y", being a fundamental Axis, is a great idea to have it work with the other Axes, if "Y" remains at that awkward spot (the "Y" key most likely will... but not necessarily its Blender's Shortcut default representative). Thinking about that, if it were "T" instead of "Y" ("T" ressembles "Y", so not that unfair), it would work! (because "T" is for the left hand's index finger, just a slight stretch); though I agree "C" would be nice because they'd be side-by-side... even if... as a whole, that tactic would ressemble Maya's WER (for Move/Rotate/Scale; even if literally meaningless, which is horrible, at least it's good when it comes to the learning curve and then it's all way efficient; while Blender's "Y" ends up configuring itself as an 'eternal disadvantage').