Suggestions about UI layout, Auto-saving, Camera Data Association
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Move the point, edge, and face selection in edit mode to the right or center, as they are frequently switched. When the 3D viewport is resized, it often requires left and right dragging of the title bar. I have learned that I can use shortcut keys 1-3 to quickly switch selection modes, but I really hope that the UI layout can be improved as I suggested for more convenient selection of points, edges, and faces in a resized 3D view!!
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Add an option to automatically save based on the number of editing steps taken. This is because auto-saving based on time will save the file every fixed interval, even if no changes have been made, or if only the view has been rotated. Auto-saving based on the number of editing steps would be more user-friendly, as the more frequently edited, the more frequently the file will be saved, this would be helpful!!!
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The cameras can only be associated with object data properties and not the object properties at the same time. For instance, I am unable to deploy identical cameras in two different scenes and keep their location and rotation interrelated while also maintaining the association with any newly added cameras. For instance, I want to render objects in Scene 1 and backgrounds in Scene 2. There is also a minor issue where if the depth of field in the object properties of a camera in Scene 1 is set to focus on an object, the same camera associated with Scene 2 cannot focus because there is no object, only a world environment. If this feature cannot be implemented, please let me know of any methods to achieve this!
4 Comments
Hi, welcome to RCS!
Ideally, there shouldn't be different unrelated feature proposals in one post. It makes discussion really cumbersome, and the voting system meaningless. I highly suggest you to split that proposal into three distinc ones.
1) Moving the edit mode's element selection buttons
The main reasoning here seems to be that, if the viewport is resized bellow a certain size, the elements buttons is easily hidden because you scrolled the header towards the right to access tools options or viewport options.
Beforehand, I am not convinced that having buttons changing order is ever a good thing. It sounds very disruptive for muscle memory, and not user-friendly.
In addition, don't we already have solutions to help with that, and to which extent should we consider the UI should keep adapting to shrinking the viewport down?
The blank space between buttons shrinks down before elements get hidden. You can hide the headers' menu to have even more blank space to play with. So to have hidden buttons, you really need to shrink down the area by a lot.
The official minimum requirements mentions a "FullHD display", which is 1920x1080.
This is what Blender looks like at this resolution:
To start having any header overdraw, you need to shrink it down under 580 pixels wide, almost half your screen already:
For extra space, you can disable the menus, which will group them under a burger menu and free up a lot of space, allowing you to shrink down your viewport even more to 350 pixels wide without losing any quick access buttons:
350px sounds very small. This text is already twice as wide.
I reckon, if you still want to shrink down your viewport more at this point, we are past the optimal usage of screen space.
2) Autosave on X amount of operations
I don't see how this relates to user-friendlyness.
And why do you worry about saving nohing new? It's not an issue. Having something not saved because you didn't reached the minimal count of operation is.
When you perform one single action that takes a huge amount of time to process, in those cases you are happy to have an autosave per time rather than per operations count.
In opposition, if you do many operations very quickly that trigger an autosave, well clearly it's not a big deal to lose them in a crash if they are so fast to perform, and having too many autosaves too often forcing you to wait for the save to be done can be an issue.
3) Camera association
If you need layers, use View Layers , not Scenes . Problem solved.
If you really want to use the same camera across scenes, don't create a new camera in other scenes, set the camera you need in the Scene's properties instead .
about 3. it is really needs for GN.because if i using info form a camera.i have to select one.but sometime need to change the camera and that make me confuse beacuse a lot of modifier selected this camera.so i have to change manys camera input by hand for each one GN
actualy we just need one node:View Camera node it help us to get some info from Acitve view camera or 3Dview point position.
i writt a addon to help this .but some bugs i can
t fix because im not a coder and it created by GPT4.but it work!!!OCR save this as a *.py file and install as addon. next to select the Active_cam in your GN. the Active_cam will copy info from your Acitve camera.
Thanks. About (1), hiding the headers' menu helps...; About (2), you make sense, but I really like to try if there's an option to save based on the number of editing steps :( ; About (3), I think I should add that I‘d like to use Cycles to render Scence 1 and Eevee to render Scence 2 (Because the lights and sun in the world environment map cannot be rendered or composited into a glow with Cycles, if possible, please tell me how!). It seems the View Layers in the same Scene can only been rendered with the same renderer at one time?
What you probably need first is a bit of help on how to use Blender to do what you need. Blenderartists.org is better suited for that 😉