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  • Published 9 Aug 2020

Thoughts about the blender 2.8x keymap and the industry standard one.

So I've had some thoughts regarding the keymap that has taken me a long time to put into words. I think we need to come up with a good compromise for old users and new users trying to get into this, a lot of studios and people are really interested in adopting a similar thing to the industry standard but as David Gruwier said it very well:

" Having an official "light" version of the Industry Compatible Keymap would be extremely helpful. This is something I've discussed with other industry professionals wanting to switch, and the general sentiment is that the Industry Compatible Keymap is WAY more extensive than is necessary, to its own detriment. Instead of lowering the bar for entry, in many ways it raises it as everyone from support forums to tutorials to courses refer heavily to hotkeys, very few of which are accessible in the industry compatible keymap, which makes a ton of great learning material for Blender nearly useless." - I've experienced this same conversations.

The point of this is not to appeal just to people coming in to blender, to me its to come up with a new blender standard that works and that will forge the future of good workflows allowing us to have sensible defaults and to stop changing stuff around so much.

So the current blender default key-map has a few issues: 1234567890, turns on and off collections, which depends on how you organize your scene might be constatly changing which makes it impossible to become muscle memory because every time it turns on and off a different one.... yes they're related to the order, but that order changes constantly.

Under the industry standard keymap they adopted 1234 for vertex, edge, face, object mode, etc, but the problem with that is:

Is that it's only oriented to modeling, and for animation those keys (123), become unsable, in rigging, theyre unusable, in sculpting, the same, and so on.

In 2.79 era we had Hold Tab for Piemenu of Modes (object, pose, edit, sculpt ec), and then ctrl tab when you where in any of these modes to switch to sub modes, which worked great because in the one hand you had a sense of "verticality" or of "hierarchy" which helped with understanding where you where at.

Also, because every object type has a different number of modes, and every mode has a different number of sub modes if you assign the numbers basically you lose the entire row of numbers row because of a few object types that have more than 3 modes, so the only object types that do have more than 3 modes are Geometry and Grease Pencil, the rest of object types have either 3 or 2, leaving 8 keys unusable for most of them.

So my proposal to improve this: Tab should be Modes Pie Menu Ctrl Tab Sub Modes Pie Menu (like 2.7x)

12345667890 should be each Tool from the bar so Arrow, Cursor, Move, Rotate, Scale, Transform- Which in pretty much all modes will be always the same, all the ones that have arrow cursor etc, will have the same hotkeys, all the painting ones have their own tool sin the same order so the same number will apply, and then you get from 7 and on for the rest of the tools being able to use shift and alt and Ctrl for things like sculpt mode that has 10+ tools. If we do it like this it will be pretty easy to learn for people coming from other software because it's basically just one row up. And for blender users it would be still easy to get comfortable with because GRS will stay untouched, but at the same time, you can chose the gizmo on top and learn mixed workflows which blender is great at. . I think it's a good compromise that will keep high speed without benefiting one particular mode or workflow by screwing other modes.

I'd love hearing thoughts on this.

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Development Status: Open

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luciano
9 Aug 2020

1 Comment

thinsoldier

"12345667890 should be each Tool from the bar" I've only used Blender for a year and I have almost never touched those tools. I do not miss such things from Maya at all.

"which depends on how you organize your scene might be constatly changing" - yes. Depending on what scene I'm in I either use 1-9 heavily to see different things or I don't use them at all untill the scene is near finished and I've starting doing final cleanup and organization in which case they slowly become more useful as the scene gets more organized.

Now if I had some kind of switch or script I could quickly run that did "switch number row to tools" and "switch number row to layer visibility" I'd be happy... if I ever actually used to gizmo tools.

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