Unify shortcuts in different areas
Unify shortcuts from the standard to edit/editable poly and mesh (who wants M for meshsmooth??).
Its really annoying how the shortcuts are not consistent between different areas, why edit poly have to have different shortcuts from editable poly? And some bizarre ones like the "M" that always opened the material editor in max, I still can't believe someone decided to assign this shortcut to a destructive meshsmooth in editable poly... and this is just one example.
for those people still don’t know, we have changed the default shortcuts for Edit Poly and Editable Poly, now they are using the same configuration!
32 comments
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arsile@mail.ru
commented
yes! very convenient, is not clear, is not intuitive, the system must be thoroughly revised hot keys
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lupaz77
commented
I believe this is done already...why don't you shift the keyboard shortcuts override toggle?
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AdminMartin B
(Admin, Autodesk)
commented
Very similar but more specialized request on this topic:
Same hotkeys for EPoly/EMesh
http://3dsmaxfeedback.autodesk.com/forums/76763-small-annoying-things/suggestions/1489563-unify-shortcuts-from-the-standard-to-edit-editable -
Fla3D
commented
The best example for me is in the title: M shouldn't be anything but open the material editor, period.
I know how to use the override shortcuts but what we need is consistency. At least edit poly and editable poly should have the same shortcuts.
And as we can see by the number of votes, there are lots of people who agree with me. -
HenrikBC
commented
A option to link certain editing modes together would be useful - Eg: Editable Poly gets my customized hotkeys and Edit Poly follows suit because I enable a "Same As Editable Poly" button - or something more aptly named.
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jazznazzz
commented
I'll be more than happy if you give us an example of "proper" configuration ?
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Wobi commented
Though I think the standard max installation has some bad shortcut configuration... I agree with that...
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Wobi commented
The system of activating different groups of shortcuts and using overrides is totally cool. Sry, but I think you guys don't know how to configure it properly for your needs...
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Wobi commented
This can all be adjusted to your needs. In fact Keyboard overrides are very powerful, once you ve learned how to use them effectively. But I admit that the standard max installation is not thought of well in terms of keyboard shortcuts configuration. But the system itself is totally cool, don't change that... (instead learn to configure it ;)
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Tesh
commented
Aye, the hotkeys/shortcuts are messed up all over the place. It's not just what I described or what that other issue described, there are weird changes in a lot of places, and all of them break workflow and even wreck projects. That's why I wrote this up, since it's more about hotkeys everywhere, not just a few specific ones that drive me crazy.
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Fla3D
commented
It seems to be the same idea, maybe they should merge these.
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Tesh
commented
This sort of hotkey overlap is highly annoying in all instances. For example, CTRL-S should *always* be Save, but when editing UVs, it toggles Snap, and when editing multiple objects with Edit Poly, it toggles Soft Selection. I've lost hours of work when I thought I saved something but really just toggled something. Similarly, the keyboard hotkeys for object manipulation change sometimes; W is Move, E is Rotate and R is scale... unless you're in that Edit Poly modifier, then E inexplicably changes to Extrude, totally breaking the workflow of rotating objects around. You shouldn't change hotkeys with context in general, and certainly not big, common ones or breaking up a set of hotkeys like the WER set.
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Freekstorm
commented
The number of times ive been in poly edit and wanted to bring up the material editor and clicked M followed by exclaiming !££%R^%$%&%^&%^
and ctrl-z (if it works). Sometimes it needs a scene reload. -
ThatMikeGuy
commented
I'm adding my vote. Keyboard shortcuts are needlessly obtuse in understanding and customizing in Max. I think the defaults should favor unity and consistency. You can still allow people to get into the weeds with different sets of shortcuts for different use cases if they want. But make that optional for those who like it. Even the "Override Shortcut Toggle" button is kind of confusing. Does that override the common shortcuts to allow differing ones? Or is it overriding the specialized shortcuts to keep them common? It's not clear without experimenting and it doesn't inform the new user in the way that it could. Why not call it "Specialized Keyboard Shortcuts"? thus informing them that the concept of having specialized shortcuts is possible if you want them and leaving it off by default.
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pixelerator7
commented
"(who wants M for meshsmooth??)"
Or something like "P" for planar in edit poly modifier! what on earth! -
jazznazzz
commented
I think That's the right direction - not just unifying shortcuts, but complete redesign of the keyboard shortcut system: https://autodesk.uservoice.com/forums/80695-publicgeneralfeaturerequests/suggestions/1495221-improve-the-keyboard-shortcut-assigning-and-managi - https://autodesk.uservoice.com/forums/80695-publicgeneralfeaturerequests/suggestions/1495221-improve-the-keyboard-shortcut-assigning-and-managing
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jazznazzz
commented
as Michael said :
" I'd go further. I'd unify as much as possible! editing a projection-cage, editing splines, editing normals..." -
Fla3D
commented
I would like to know why this suggestion hasn't been accepted yet, its now the first ranked and its a simple thing to implement, I do it in every new max release but it would be great if the shortcuts were unified from the default.
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redx3d
commented
great !!!
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James Haywood
commented
Oh hell yes. This drives me freakin' crazy. :)