
Added to the improvements constantly happening in the main branch.įor example, I used to use Vertibevel then Bevel++ a lot in Lightwave, now with 8.3 that functionality will be built in to Blender, which is nice. I am finding there is quite a bit of cross over with addons these days which makes choosing them more problematic. MeshMachine has some very useful tools for redefining bevels etc which can save a load of time when you want to redefine something.
Lightwave vs blender pro#
The rest though, I must admit, are mainly native tools, though I do have MachineTools & Kit Ops Pro which are handy when you’re kitbashing or want easy access to a library of assets. The addons I use a lot are obviously HardOps & Box Cutter, I also use decal machine for detail without the headache. Though sometimes, you just have to tweak to suit your own preferences. And even in 3D view, when doing 3D work, I’ve noticed people generally tend to Pan more than Orbit.Īnd of course, you can just grab this keymap, and use it as a starting point instead of Blender’s default keymap.I use Shotpacker, dunno how that stacks up against packmaster, but definitely a vast improvement of the native packing. This becomes all the more useful for Grease Pencil, because there, people spend majority time working in 2D. On top of that, you also suddenly get consistency with all the 2D editors, such as node editor, UV editor, image editor, etc… since they all use MMB, not Shift+MMB to navigate Having it just on MMB keeps your other hand free, and navigation becomes less annoying. So if panning is what you do all the time in those views, the it makes no sense to have to keep shift held any time you want to just look around in that 2D view. You start to navigate in 2D only, and if you do orbit, it automatically ejects you from the view you want to stay in. If you think about it, when you are in perspective view, then you pan about as much as you orbit, but as soon as you get into any of the aligned views, such as front, left, top, etc… you can only really pan. I have Pan at MMB, Orbit at Alt+MMB and Zoom at Ctrl+MMB, here is my reasoning.īy default, Blender in 3D view uses MMB for orbit, and Shift+MMB for pan. It’s something people are not really used to so it’s not easy to figure out. I wanted to keep it somewhat simple and familiar, so that’s why I did not include non modifier keys as modifier keys. Prerequisites:,Orbit,Alt+LMB,Quick search,Tab,Selection,LMB,Move,W,Repeat last,T,Face tools,Ctrl+F Last update: 13th July 2019,Viewport,Globals,Selection (Global),Manipulation (Global),Object editing,Mesh editing You can find reference sheet for all the key bindings here: Proper Blender Keymap (2.9) This keymap actually works, in all the editors, unlike the default one.

On top of that, RMB context menu remains working as 2.8 can differ between drag and click operations. You can select while in move tool, and so on… At the same time, you are not missing out on rapid transform tool usage, as tweak operations can still be easily performed using RMB. No need to switch between select and transform tools. While there were some efforts to achieve that also in official 2.8 keymap, this one is way better at it. This keymap makes Blender behave way more like a common sense software. The keymap comes with view switching pie menu layout that actually makes sense, unlike the default one.Īlmost all of the features that aren’t used only rarely are mapped on first level keys (no modifier keys) or 2nd level keys (one modifier key combination). This means extreme amount of consistency between different editors, therefore allowing you to use same muscle memory in all of them. Related features have been mapped to related keys. Same goes for pretty much all other editors. They tools are no longer scattered on random keys all over the entire keyboard.

All the modeling and transform tools are concentrated on one place, allowing for very rapid modeling. I’ve put lots of thought into making workflows as fast possible. The most used features are right at your fingertips, concentrated around Left Alt Key. The more frequent and important the features are, the easier they are to reach. button, or performing hand gymnastic every time you want to do inset while modeling.

No more reaching for frequently used zoom selected feature somewhere on the numpad. My keymap is simply superior, since I’ve put way more thought, time and effort into it than anyone at Blender Foundation ever will. I’ve decided to be less humble this time and simply call it the Proper keymap for Blender 2.8, since current default 2.8 keymap leaves much to be desired, and industry standard one is still not released, and shaping up to be a missed opportunity. I’ve made yet another iteration of my simple keymap for Blender, this time compatible with 2.8.
