Configurable Keybindings (and missing shortcut keys)
Re: Configurable Keybindings (and missing shortcut keys)
That's a neat idea that would make switching between set control schemes easier. However, there would still be the question of what is used as the default configuration. Also, I think the setup I have makes it pretty easy to change the configuration (though I'm clearly biased here). I don't expect people to change the control scheme that often, so I think it over-solves the problem.
Re: Configurable Keybindings (and missing shortcut keys)
Maya control scheme is:
* Rotate view - ALT + LMB
* Pan view - ALT + MMB
* Zoom view - ALT + RMB
Then for selection and manipulation LMB is used, while RMB gives you a context menu. Same view controls are default in Unity engine, while Unreal Engine and Godot have a preset to switch to Maya scheme (UE has its own default, Godot uses Blender's default).
I come from Blender, so naturally that's my preference. For the sake of comparison here's a list of its main 3 view controls
* Rotate view - MMB
* Pan view - SHIFT + MMB
* Zoom view - CTRL + MMB
However, I won't mind any default as I can always adjust them to my needs.
* Rotate view - ALT + LMB
* Pan view - ALT + MMB
* Zoom view - ALT + RMB
Then for selection and manipulation LMB is used, while RMB gives you a context menu. Same view controls are default in Unity engine, while Unreal Engine and Godot have a preset to switch to Maya scheme (UE has its own default, Godot uses Blender's default).
I come from Blender, so naturally that's my preference. For the sake of comparison here's a list of its main 3 view controls
* Rotate view - MMB
* Pan view - SHIFT + MMB
* Zoom view - CTRL + MMB
However, I won't mind any default as I can always adjust them to my needs.
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: Configurable Keybindings (and missing shortcut keys)
+1 for Blender control scheme.
Re: Configurable Keybindings (and missing shortcut keys)
Unfortunately, Shift + MMB conflicts with the Shift + WASD movement keys, so the blender option is out. I'm reverting back to the previous defaults.
Re: Configurable Keybindings (and missing shortcut keys)
We can replace shiftt for fast movement with something else. Doesn't have to be one of the standard modifier keys anymore with the new system, right?
Re: Configurable Keybindings (and missing shortcut keys)
The reason for changing to the blender control system was to make the controls more familiar. I would argue that using Shift for speed modification is even more well-known and used than the blender controls, which is why I did not immediatly take that route. However, I personally don't care. I really think that someone should just set up a poll for this.
Edit: Using Ctl + WASD would conflict with saving (Ctl + S). That leaves Alt if we want to stick to traditional modifiers. I personally hate the Alt modifier, so I would prefer not to.
Edit: Using Ctl + WASD would conflict with saving (Ctl + S). That leaves Alt if we want to stick to traditional modifiers. I personally hate the Alt modifier, so I would prefer not to.
- AnyOldName3
- Posts: 2683
- Joined: 26 Nov 2015, 03:25
Re: Configurable Keybindings (and missing shortcut keys)
It's the default sprint key in Skyrim, so it's not a crazy choice, even if a bit of a nuisance.
Blender actually has separate modes for using WASD for moving the camera and for using the controls already described. This comes back to another point in favour of presets - we could have multiple (potentially partial) solutions and switch between them with hotkeys.
Blender actually has separate modes for using WASD for moving the camera and for using the controls already described. This comes back to another point in favour of presets - we could have multiple (potentially partial) solutions and switch between them with hotkeys.