X Y Z / G, S, R default shortcuts are really bad
When you move in games you use WASD (Or in Unity) for a good reason, the letters are placed just in phisical proximity.
Try to model and go fast with G + then ZX Y. No, this is a really bad bad idea, and then when you change to UVs... it changes to X Y, or U V...? whatever... for god shake.
123 is for changing between vertex, edge, face, That! is great. Please do the same with transformations XYZ with something that is static at the keyboard (try to use a german or french keyboard... then Z changes with Y or... )
For example, use other default.. G 456 to move between axis. that would be even better.
By the way... when you are able to change between Move, Rotate, Scale with QWE in othe software (like Unity and 3dsmax), it is for a very good reason, here everything is so FAR away.
Interface here it just does not respect usability from other universal usage.
13 Comments
Keymap: Industry Compatible.
You should put the "request feature" website away for a few hours, and spend that time on the "blender software manual" website instead.
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A very interesting thing to read is the design document used by the BF to create the Industry Compatible Keymap:
#54963 - Industry Compatible Keymap - blender - Blender Projects
Because they made a list of keys used in different "industry softwares" in different context, so to pick and chose the most common things. And the first thing you notice, is that there is no standard across the industry (you quote [W A S D without acknowledging it being a different standard than W E R ).
Hence, when no standard could be found in an area, the BF elected "tiebreakers apps" that would be chosen over the rest depending on the task.
In the comments, someone even posted an ordered list of priority rules .
At the end of the day, we already have different keymaps with "different priorities". Sounds like your proposal is solved by what's already there.
W A S D is favored in softwares built by or for some specific game genres (usually FPS).
W E R favors physical proximity.
G R S favors literal associations.
Some softwares like Maya put proximity high in their priority list.
Blender's default keymap does a bit of proximity and a lot of literals. G grabs, R rotates, S Scales. (Yes, not many people ever thinks of "grab" before "move" or "translate" but it's still an efficient mnemonic). X Y Z for axes (we don't use U V , because we transform in the XY space of the editor, which is a standard too)
Proximity in particular have some big issues to tackle that literal association doesn't :
(I.E. W E R for Translate Rotate Scale but F8 F9 F10 F11 F12 for object, vertice, edge, face, UV. Also, J for multi-transform tool, S and I for Set key and Insert Keys tool.)
Example of that issue is Maya's Alt V for play forward, , . for prev/next key, alt , and alt . for prev/next frame. If you don't have a duplicated Alt key on the right side, this layout is horrible.
i have worked 3ds max in my centre, and i have felt blenders G,R,S is a good shotcut. Because Q,W,E don't make sense!!!!!!. Because G = Grab, R = Rotate, S = Scale these easier to remember, because makes more, these are the starting letters of the operations.
So i thinks its better 3ds max and unity change there shotcut.
And also in blender user blender user preferences, there is an option change the change shotcuts, why don't you just do that!!!!
E and R for Rotate and Scale make as much sense as R and S.
E is for Euler, as in Euler Rotation, which is what rotation is actually called is the Rotate Mode menu. and R for for Resize, which is what the Scale operator is called in the keymap editor. W is for Walk, which makes sense, because when you're walking, you're moving.
you can change it from user prefences if you want
A lot of the main keys currently used make semantic sense. G is grab, R is rotate, S is scale. X, Y, and Z are the axes. I just need to think about what I want to do and I know the keys to hit. It's reasonably intuitive and if you are any good with a keyboard, they are quite quick to hit. That you can't is really a matter of practise (which is fixable). Alternatively yo can go into the keybinds and remap things to your preferences.
WASD might make sense for someone requiring use of their twitch muscles for fast paced gaming (I never got on with it, and is one a number of reasons I'm a console gamer despite many of the advantages of pc gaming). But to expect a different medium to follow the same workflow as the gaming industry is unrealistic. All I can say is never try learning Vim as a text editor.
"G for Grab" has never made any sense, except longtime Blender users or people completely new to 3D and don't know how strange it is. Perhaps in Dutch, it made sense. It didn't translate well.
Nonetheless, the style of keymap the poster wants is already in the application.
I don't know, made sense to me and I'm not Dutch, but fair enough. I'm not under any illusions of being representative. :)
From my observation, most people will instinctively think about a "move", or even a "translate" for people coming from other softwares, but not many people will first think of it as "grab" in the first place, so It makes sense only a posteriori when you read the manual or the tooltips, and you connect the dots, or you happen to have followed a tutorial that explains it.
Edit: cool cats use neovim !
the person who is coming from other application is in a baby mode, just as a beginner who is learning. So, the who is leaning the new language might not find the same word with meaning from his previous, so are you going to change the word cow, because it something else in other language??? If word the cow got changed the people who are native in will alienated, just don't, got helpless. But for some who is new, can adapt to the language.
Same way for the native users of blend, this is what its suppose, g, r, s is g, r, s.
cow must be called cow, not donkey, it may be in some other languages, cow might be called donkey. Sameway in some application g, r, s might be called w, e, r is some applications. But blender by default g, r ,s.
If you start a translation of an object(Move/Grab) in your 3d viewport and use numbers. The object will move in a measurement of those numbers you put in. You're able to switch between Z/Y/X axis or G/R/S transform by each of these keys after initializing the transform with either G/R/S. Most people do like the ability to do measurements with numbers while doing a translation of some kind.
You'd have to remove this core function which would effect translating objects, vertices, graph handles, curve handles, and etc.
You can move things and rotate things and scale things by numeric value in other 3D software.
Blender is actually worse at this in some regards, particularly when in edit mode.