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Add a reminder to bind Blender transform shortcuts in 4.2.beta1 blog …
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These shortcuts aren't bound by default.
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Calinou committed Oct 12, 2023
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Expand Up @@ -118,7 +118,7 @@ We start with the code editor, which now supports code regions (for GDScript). C

#### 3D viewport and tools

In Godot 4.0 [Ryan Roden-Corrent](https://github.com/rcorre) added convenient hotkeys to the 3D viewport which any Blender user would find familiar. Blender-style transforms, using keys like `G`, `R`, or `S`, are now improved with support for numeric inputs for each operation, and mouse wrapping ([GH-58389](https://github.com/godotengine/godot/pull/58389), [GH-59467](https://github.com/godotengine/godot/pull/59467)).
In Godot 4.0 [Ryan Roden-Corrent](https://github.com/rcorre) added convenient hotkeys to the 3D viewport which any Blender user would find familiar. Blender-style transforms, using keys like `G`, `R`, or `S`, are now improved with support for numeric inputs for each operation, and mouse wrapping ([GH-58389](https://github.com/godotengine/godot/pull/58389), [GH-59467](https://github.com/godotengine/godot/pull/59467)). Remember that to use Blender-style transforms, you **must** bind these keys in the Editor Settings' Shortcuts tab as these are not bound by default to preserve the existing Scale Mode shortcut (<kbd>R</kbd>). To use Blender-style transforms, go to the Editor Settings' Shortcuts tab, then in the Spatial Editor section, bind *Begin Translate Transformation* to <kbd>G</kbd>, *Begin Rotate Transformation* to <kbd>R</kbd> and *Begin Scale Transformation* to <kbd>S</kbd>. Also unbind *Scale Mode* so that its shortcut won't conflict with *Begin Rotate Transformation*.

If you rely more on on-screen gizmos, you will love this next feature developed by [Tomasz Chabora](https://github.com/KoBeWi). As you probably know, box collision shapes are defined as a center point and symmetrical extents, which has long limited how they can be edited. But no longer, as each side can now be extended individually within the editor viewport ([GH-71092](https://github.com/godotengine/godot/pull/71092)).

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