Dim: I might be missing something, but that doesn't seem to work with the MMB axis selection at all, which is what I asked for. It's a graphical way of selecting the axis, rather than pressing x, y or z, and I much prefer it. The downside to it just seems to be that you can't access the local axis that way.
I've spent the last couple nights really getting my head into blender. There are a lot of modo-like things that are really nice. Customizable windows, gizmo-less operations (seriously). Not having select and move be the same damn tool. I actually read somewhere some people changing the default selection method from lasso…
Is there a way to toggle the manipulator on an off? can you select a face then orient the manipulator to that? If they're not already in that would be handy.
I wish selection modifications could be divided into a second undo history, like Silo. Then when you undo you're only actually reversing changes in the model, not a string of selections. Alternatively you can easily go back to a previous selection without undoing anything. I also agree with the UV system being overhauled,…
You can create polygons by extruding from a single vertex. You have to add a mesh and collapse it to one vertex first, but from there you can do what you're asking for. Select a vertex, hit E, and place the new vertex. Once you have a shape, you can select four vertices and fill it with F. It's not perfect, but it works.
Yup, just select the vertex/face/whatever and hit P to pin it. Pinning works very well with the Live Unwrap checkbox. Although, this is hardly a new feature.
Ah ok. I have never experienced this tbh. Maybe it would be worth submitting a bug. Ahh, I see what you mean. Is this how selection works in other 3d packages? It seems reasonable to me that the current implementation is correct, as with each face you select containing 4 edges and 4 verts and when you change to edges or…