I've included some UV stuff here as well since it's definitely relevant to game art. My beef tends to be more with inconsistencies in the design. Also, the majority of these should be fairly easy to implement. Also, I compiled a lot of this list a while ago, so some of these things may have changed since then. Blender…
As for Leilei's request concerning mirroring, here's how I'd like to see it done: Mirror Geometry: this command will mirror an object over a world-coordinates axis. If the object overlaps the axis, the overlapping portion will be deleted and replaced by the mirror. All vertices within the merge tolerance along the axis…
"In 3D view, need to fix the mode switching to make more sense (i.e. shift+tab, alt+tab, v, all a pain in the ass to remember, and are really unrelated). My suggestion would be tab simply switches between the last two modes rather than whatever weird system exists right now." Tab switches between the last mode used and…
Nice list everyone :D I'm not sure what you mean here. Could you explain please? You can already independently select them by clicking the vertex/edge/face mode buttons and can select multiple variation of each by shift clicking the icons The shortcut for switching between vertex/edge/face modes is Ctrl+Tab Select a…
Isn't this available in the header next to the widgets selection area? I typically always have it set to normal even though I never use the widgets because it really easily allows me to know my local and normal axis. Instead, when in normal mode I use g+z+z to grab along the normal's axis. This should work with the above…
That doesn't seem to work for me but thanks for the suggestion.There's an addon for it now,Mesh:Vertex slide,seems to work fine. Is there anyway to snap vertices to the grid in vertex creation mode(holding ctrl and Lclick in edit mode)turning on snap to increment doesn't seem to do it.
Like so, or am I still not understanding what you mean? Also, I think there's definitely room to improve the tab-mode stuff. Even the fact that it switches to edit mode (rather than any other) is pretty arbitrary and should be user defined. As for the UV editor, I typically set that up as my rendering window because as I'm…