Just wondering but does anyone actually like the default setup for navigation/selection? Tried going back to the default because the newest builds don't work with my 2.66 key setup anymore and it's a pain to remake, but the default for selection at least just seems like there was no thought put into it at all.
How do I add something to the list or add my support to something on Liquidape's file? I'd like to add a request for something like Max's Vertex Colors modifier. I will write out more details in the document once I figure out how to add to it :P
Seems to me like one of the main problems with this functionality is not how to implement it, but how to put in the UI. I can say from experience, UI design is not easy and you have to consider quite a lot. Otherwise you end up with something like whatever ZBrush's UI is. :P
That's really neat how you can control the solidify offset with vertex groups. Wish the Shell modifier in Max could do something like that (same for flipping normals). Interested is seeing how the shading works too but looks like the blend file isn't available just yet.
@Justo I bet that is because one reacts to the actual letter received by the OS and the other reacts to the key code. You actually have to do it like this in order to be able to react to modifier keys like Shift and Control on their own. But I am basing this mostly on knowledge how those things are handled in Linux…
What would be the get to go solution if I want to work on semi-symmetric stuff in blender? Like I would in max: - build the base (half) - add symmetry modifier - build on top of it with another edit poly obviously there are some restrictions but anyways, how would this look like in blender?
Correct me if I'm wrong, but using the normal rotate/pan/zoom is not enough to match perspective to objects that are inclined, like pic related's gun. What other tools would you use to match perspective? Is there anything like 3dsMax' perspective lines? EDIT: fspy seems pretty awesome!