Re: Landmark 2.80 Release of Open Source Blender 3D With Improved UI Now Available

Lawrence D'Oliveiro <[email protected]> Mon, 12 Aug 2019 11:59:47 +1200
Newsgroups gmane.org.user-groups.linux.waikato
Organization Geek Central
Message-ID <[email protected]>
On Mon, 12 Aug 2019 10:54:33 +1200, Peter Reutemann wrote:

> 'This never happened, not because Blender didn't have good 3D features
> technically, but rather because the Blender Foundation simply did not
> listen to thousands of 3D artists screaming for a "more standard UI
> design" in Blender. Blender's eccentric GUI with reversed
> left-click-right-click conventions, keyboard shortcuts that don't
> match commercial software and other nastiness just didn't work for a
> lot of people.'

There was always a preference setting to switch the buttons if you
wanted. The preference setting is still there. Along with most of the
“keyboard shortcuts ... and other nastiness”. The one important
improvement I have found in this area is separate keystrokes for
select-all versus select-none, as opposed to the old single-keystroke
toggle.

I never understood the left-click/right-click issue anyway. In apps
where you left-click to select, selection is a tool that you have to
switch to first before you can use it to change the selection. Then you
switch to a brush or whatever to do things to the selection.

In Blender, selection is not a tool, it’s something that’s always
available. Hence the usefulness of a dedicated button. For example in
weight-paint mode for animation rigs, you left-click to apply the brush
to adjust the weight for the current active bone, and you can
right-click on a different bone to change to adjusting the weights for
that, and then keep on painting with the left button. No need to keep
switching tools at all.

Unless you switch the selection preference to left-click. In
painting modes, left-click still paints; only now you have to do
control-left-click to change the selection.
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