Mesh creation similar to Maya and 3ds max
In Maya when we select a mesh it isn't added directly in the viewport, we have to drag the X and Y shape by holding the left button, we release the button, with the wheel we can adjust the subdivisions then we hold the left button again to define the height and the wheel creates the subdivisions on the height. While holding Shift if I remember correctly it creates a shape with the same distance everywhere (to make a cube). Another advantage of this technique is that it can be snapped on an existing surface and optionally can use the face's normal we clicked on for it's orientation.
A Blender user called 3ckSpeX has created an addon for that, but having this option by default would be better: polycount.com/discussion/comment/2618458/
Currently we can click on a surface to place the cursor on it but the mesh isn't on the surface it is centered on it and it's not oriented and then we have to edit the scale. Doing all at once in few click would make the mesh placement, proportions and subdivisions faster.
4 Comments
they are already implementing this in 2.8
Not a fan. This workflow doesn't fit the Select > Act > Confirm workflow that's a mainstay of Blender's interaction model. What you're describing is a PIck Tool > Select Object > Act model. I don't think both workflows can comfortably fit in the same interface.
@Jason van Gumster: Maybe those who likes this idea were Maya users previously like me or 3ds max users, this workflow has received positive reactions, so the opinion is kind of subjective: polycount.com/discussion/comment/2618458/
@Danyl Bekhoucha: However, what isn't subjective is the fact that it's a completely different interaction model and isn't really compatible with Blender's current approach. Softimage XSI had a means of supporting both interaction models, but adding support for that in Blender is a huge undertaking.