Tools should not use keys/buttons that are essential for viewport navigation
When setting the Edge Crease one can't move or look around.
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j
jaroslav.zaruba
28 Feb 2021
7 Comments
W
WickedInsignia
A potentially useful addition to this proposal:
Although it requires the use of a third-party tool, the ability to navigate with a 3D Connexion Space Mouse while performing operations would be great and match how that hardware works in other apps like 3D Coat.
W
WickedInsignia
The issue with this proposal is that various modifiers (Shift, CTRL) change the parameters of many operations. For example when edge creasing, CTRL is used to snap invert.
Being able to rotate the view when performing these operations may be useful, but one would not be able to pan/zoom. Rotating view by itself seems harmless enough and I haven't come across a good reason not to allow this.
j
jaroslav.zarubaAuthor
*
@Logan Preshaw
* In my humble opinion a tool that collides with the most basic functionality of an application should not be accepted, or should be updated.
W
WickedInsignia
*
@jaroslav.zaruba
* That method wasn't "accepted" as much as it is always the way Blender has worked.
Independent modals are a highly efficient usage paradigm and a fundamental way in which Blender works. It's a little frustrating, but there must be concessions somewhere in any system. I personally prefer having the modifiers reserved for operations in this case, but if you think differently it would be worth proposing an alternative method for using these tools while keeping the ability to navigate the camera fully.
This post won't pick up much attention because it does not propose a solution, it only highlights a perceived issue with an implied "please fix". If you want something to happen amend the post with some solutions to this problem, since I've already highlighted why we can't simply "turn on" viewport navigation while using an operation.
j
jaroslav.zarubaAuthor
*
@Logan Preshaw
* "There must be concessions..." Just no. Applications like Rhino3d manage to be both consistent AND highly productive without these UX fails.
Blocking something as fundamental as viewport navigation when you have literally tens of keys available (or used for stuff that is not as important) is just silly.
I don't think it is defendable to disable basic viewport navigation just because you are setting up an Edge Crease.
As for solution, I assumed it was more than obvious, hence I did not bother: Tools should not block/reserve/steal keys/buttons that are used for basic viewport navigation.
You did not highlight why we can't turn on viewport navigation. Rather you described why it is blocked right now: because whoever designed particular tool did not use his brain and decided to rely on Ctrl i.e. a key that is utilized for viewport navigation. In other words that person decided he will block viewport navigation. That is just stupid.
j
jaroslav.zarubaAuthor
*
@Logan Preshaw
* I have updated the title of the post.
j
jaroslav.zarubaAuthor
...and probably many other tools, just found out it is the same b/s with Rip vertices and extend
7 Comments
A potentially useful addition to this proposal: Although it requires the use of a third-party tool, the ability to navigate with a 3D Connexion Space Mouse while performing operations would be great and match how that hardware works in other apps like 3D Coat.
The issue with this proposal is that various modifiers (Shift, CTRL) change the parameters of many operations. For example when edge creasing, CTRL is used to snap invert.
Being able to rotate the view when performing these operations may be useful, but one would not be able to pan/zoom. Rotating view by itself seems harmless enough and I haven't come across a good reason not to allow this.
* @Logan Preshaw * In my humble opinion a tool that collides with the most basic functionality of an application should not be accepted, or should be updated.
* @jaroslav.zaruba * That method wasn't "accepted" as much as it is always the way Blender has worked. Independent modals are a highly efficient usage paradigm and a fundamental way in which Blender works. It's a little frustrating, but there must be concessions somewhere in any system. I personally prefer having the modifiers reserved for operations in this case, but if you think differently it would be worth proposing an alternative method for using these tools while keeping the ability to navigate the camera fully.
This post won't pick up much attention because it does not propose a solution, it only highlights a perceived issue with an implied "please fix". If you want something to happen amend the post with some solutions to this problem, since I've already highlighted why we can't simply "turn on" viewport navigation while using an operation.
* @Logan Preshaw * "There must be concessions..." Just no. Applications like Rhino3d manage to be both consistent AND highly productive without these UX fails. Blocking something as fundamental as viewport navigation when you have literally tens of keys available (or used for stuff that is not as important) is just silly. I don't think it is defendable to disable basic viewport navigation just because you are setting up an Edge Crease.
As for solution, I assumed it was more than obvious, hence I did not bother: Tools should not block/reserve/steal keys/buttons that are used for basic viewport navigation.
You did not highlight why we can't turn on viewport navigation. Rather you described why it is blocked right now: because whoever designed particular tool did not use his brain and decided to rely on Ctrl i.e. a key that is utilized for viewport navigation. In other words that person decided he will block viewport navigation. That is just stupid.
* @Logan Preshaw * I have updated the title of the post.
...and probably many other tools, just found out it is the same b/s with Rip vertices and extend