Maya, 3Dsmax, ZBrush … They are different beasts but they do share (a few) practices like orbiting the camera with "alt + left click" or allowing you to extrude your mesh.
I would like to hear your thought on uses that you consider to be equivalent (as it is rarely equal) across the major 3D modeling packages. It is to help the completion of a new official keymap to be released on Blender 2.8, along with a revamped interface and other tweaks to make the software more user-friendly.
The details about the keymap can be found here https://developer.blender.org/T54963 and the other improvement are described inside of the developer’s blog https://code.blender.org/.
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it's about time blender tried to be more industry standard.
But Modo also optionally lets you select the component type by simply middle mouse clicking over it (so if over a vert it'll switch to vert mode, same with edges and faces). I wish every 3D app let you select the component mode like that.
One common meme is QWER for select-move-rotate-scale. Unfortunately it's very inefficient to take up 4 different keys just to change the manipulator when shift-ctrl-alt exist.
I've always rebound everything or written scripts for contextual macros and bound those instead, so as to cram everything into the lefthand side of the keyboard.
Having a good default layout would be cool but probably hard to achieve given the different use cases every program has. Ease of customization is the most important thing imo
1. left click selection as default
2. maya style viewport navigation
3. add to/remove from selections with shift/alt (perhaps that's the default already? i confess mine is all custom)
interface-wise: proper on-screen gizmo, ability to customize the tool shelf with drag&drop/GUI editor, preselection highlight for components in edit mode, backface culling per object - not a global setting per viewport, selected object outline highlight should draw always in front in viewport, vertex normal display in object mode possible, hidden line display mode in object mode, too.
the outliner is also pretty confusing. looks standard but behaves like quite the different beast (certain selections not mirrored in viewport, hierarchy hide/unhide not what you'd expect, etc). a look at maya outliner or preferably max scene explorer (merge of outliner and layer view functionality) would do good.
also even though i have been using blender for two years now i just can't get used to the UV workflow at all. i don't think there's any other package where UVs display only in edit mode and you have to do that weird selection-sync dance depending on the functionality you're after?
i'd expect UVs to display for selected objects at all times - even in object mode, any selected subobjects to be highlighted within the full UV layout and editing multiple objects to be seamless.
(i know blender 2.8 already addresses a few of these)
I hate that I'll have to relearn stuff, while I'm perfectly fine with the current way (I'm mostly thinking about the TAB key),
but please at least make it quick and efficient, not necessarily oversimplified and perhaps make it possible to use the old keymap.
The more 3d apps I use and the older I get, the more I seem to observe that UI that are initially simple and user friendly can be annoying when you want to do something quickly so the key shortcuts are super important.
Blender I think up to this point has been an example of a UI that's hard to learn initially and relies heavily on muscle memory, but I don't think
there's a modelling software that would let me do what I do more quickly.
I assumed it's going to be the new default at least.
I have to admit I don't have time to be up to date with Blender's development anymore.