 Hello, it's been a while. It's been one week to be precise. It's Sunday the 17th of June and The code quest is still going. It hasn't stopped. We were at the NSC for a week So we were presenting Gris Pencil 2.8 This awesome Staff from Daniel Bysted. We we we was really nice, but I didn't bring my laptop So I didn't make any videos this week But that was great actually because when I came back I compiled Blender and I saw all these Changes that it made me want to make a video like now on a Sunday I came to the office just to make a video was dying to share all this news So there's a few things on the interface that have changed I want to not go through all of the changes from last week But mainly cover those that are pretty obvious right as you open Blender today wink So the main change is I think that the one more obvious is that when you're looking at the settings It's a new row of little dots in here, which if you use a brighter theme such as Flaty light You can see it better. It's a little dark dot which represents a Property that can be keyed that can be animated. So it means that for example here Focal length I can just click on it and it will add a keyframe and then I can go to another frame Change it. Oh When he's blinking that's creepy. I Can key it again and it will animate so That's one way Of animating right now. It's also a quick way to see when the Properties it can be animated if the property can't be animated won't be shown But when he can you can actually tell before even clicking on it So I think that's pretty pretty handy and of course it works with the auto key So if you're in another frame and you just change it it will auto key as well And the great thing is that it also works when Click and dragging on a column so you can click drag the whole and kick key the whole are just Roll you can also click to and key and You can also see if a property is driven. It will show this very cute Car icon that is going to be replaced for something better, but right now it represents is driven Has a driver. So yeah, that will make things a bit easier because sometimes if you had to guess like right click and Insert keyframe or you can also press I to insert a keyframe. That's the old way of doing it I can still do it, of course It's much faster But you will have to like if you didn't know that the resolution can be keyed you have to press I and then yeah She's reading them in the notifications that it cannot be keyed So it's more discoverability to make it easier for newcomers to see it and for older people as well Because when new properties are added you want to know if they can be keyed or not So that was the first shock that I had this week then The other shock that I had was when I was Moving things around I was I was inserting new objects for example in the scene You get start doing things and bam a wait a minute something want to blow your mind What what okay then a new panel It's why it's not really a new panel actually Spanish existed before is a panel of the redo panel is called It's accessible in 2.7 in the toolbar in the panel of the T on the bottom Or you can also press f6 back In 2.7 as well like many versions ago you can press it and then it will just bring all the settings but the thing is you had to press a button or you had to Open it from the top from the the toolbar and it was never really that much that accessible so right now the Current way of doing it it will be changed in the future It would be expanded in the future is by having this panel in the bottom left corner Of course, you can also minimize it and then you can the next time you keep doing any action in your scene Like adding a lamp is it won't pop up again. It's just the one time, but it's handy for example if you're fear just opening blender is to gives it also more discoverability or if you have a Property that you that often and you want to for example do things from here like change the rings I Think it would make it easier for people to discover it this panel was before it was available in the top bar Because it's a global property basically every action most of the actions have a redo Panel even some of them have like not a lot of options like delete doesn't really have much So it's not really that useful But for those that do have it's it's handy to have it there and yes This brings back the issue that not every editor has it, but actually the implementation allows it to be to be easily Implemented in other Editors without much work. It's actually super easy to that. That's what I heard that It's super easy to add it to the other Editors so for example if you are doing a UV unwrapping You get the UV unwrap options down here, but if you're doing for example Let's align this for example, let's align this line aligned Straighten why yeah, that one worked But you can also change it in the redo panel because it's implemented in the image editor And it will be implemented in the editors that make sense. Of course, so it's a bit more intuitive and It's right now. It's it's stuck basically to them to the bottom of the Of the window, but it will be possible Eventually to move it around and keep it somewhere in the interface just like in 2.4 So yes, that is it's been worked on. It's a bit glitchy sometimes, you know, it takes a bit to refresh There are a few things that need to be tackled But so far it's quite I think it's an improvement to have it right there because when we have other When it can be simplified to not show everything which has the most important settings that would make it easier and more accessible Then the second thing that that I noticed when I was Here looking up opening the new lender is that the headers now are all spread across There is a new property for those that make add-ons or change the interface As you can add separators you can add separators spacers, which means you're gonna add space between the sections So in that case for example the concept in the viewport right now is to have I'm gonna go back to the other side. I like it better The concept is that basically all the view settings are on the Right side of the viewport and all the object settings are on the left side of the viewport so for example if I mean Let's go yes at a cube and let's go to let's use the pie menu to go to sculpt for example here you have all the Brushes you have the mode and you have the menu for it And if you have the top bar you have all the settings as well for this brush or you can also access them from the Properties context, so it's all over the place you can work with or without so it's very flexible and If you're modeling for example You will also find other Section dedicated to all the other of the tools that were up here And they were up there because some of them were global like snapping is global like if you are snap Oh, that's a nice glitch If you're snapping if you turn on snapping it turns it on in every editor even the Note editor and that's something I don't really like because I one thing is I want to align these Notes, but I don't want it to be enabled here for example And that will be fixed eventually is something that needs to be moved from a global setting to editor setting but the But bringing it back to the viewport makes much more sense the same with proportional editing and People point and the other popovers then another change that I noticed is that the view cube is not That's not called you Q is the little widget and I believe no manipulator in the corner it's no longer Enabled by default, but it is still enabled and it will be replaced when we turn it on and It also has the buttons in a horizontal row this Design will change. So don't worry. There is a mock up that I think I already shown once and that it will show it a bit better So that was the that was for the headers I think it's pretty it's also an improvement because when you have it in the timeline You can finally have the play buttons in the center You know, so it's easier to spot it's more like a like a player and all the other editors also benefit from it All the settings are not all in one corner like the image editor had for example all the Settings used to be on like all spread all over but now it's a bit more in order. So it's cool the same for the view for the viewport, for example, you have them object modes and then you have the mesh modes and here you have the image like their source and then this selection mode so it's similar and What else the other layout this I this actually happened before I left actually I was involved in in making it I was testing it must then made the code and I it implemented it quickly in some of the Panels in the object settings. So basically it's flexible layout It's a means that the single column layout when enabled can be Can be called multiple columns and it will try to fit as many as possible in the given space so yes now we can fit more things if you have it or you have it bigger and it it really it really Keeps that feeling that like like a website, you know, I can make it and it's in the code Actually how it split and when it split so some in some parties doesn't always work in this case for example the Used to work just fine, but with the new little widgets here It's something we need to need to think about how to arrange these Lock icons because they can be animated. Actually, this is this is legit. This is how it works But yeah, because they're in the same role. It just just looks a bit strange But for example in Delta Transforming works as fine and they have three three and three so That's another thing that changed last week and what else the I Think that's I already I covered that part Oh the presets now the preset selector that used to be spread all across the header and Below the header as first item now is embedded in the header itself of the panel and at the moment It's just the same using the same system that we had before so for example if you have a For example a camera and you want to change the safe safe areas for example without actually expanding the The panel you can click on it and you can choose which preset you can make new ones and you can also remove them so for the time being this is the The way to access them, which is very similar to the one we have before Even the before I was actually like now you can't really see which mode you're in Like when you select it But we couldn't do that before either because you will set it up You will you will choose like 1080 and it will show 1080 but then if you change the The size of the values of any of the presets it wouldn't update the header So the pull down so it's it's the same for that to work It will be some work involved in rewriting the whole Preset system, so it will take longer But I think for the time being is an improvement because then it gives it more visibility the star icon not a complete fan Maybe when we have the the new monochrome Icons like for flat icons. It would look nicer, which is an outline, but it's work in progress and I think that's pretty much it for this there is also a few other tweaks One that I liked is that it's a bit more hidden. But basically when you're in When you have a popover that has a switch on like for example the these Panels that have a switch on and off Blender will automatically make a nice little switch for it. So for example in the the topo you can If you can see it working, you can actually enable the topo from the menu without actually having to expand it So some people suggested that the detail size would be moved to a more accessible place. Actually, that's a good idea But yes, it's a work in progress, but it's actually going pretty well And I think that's all for now. I made a longer video than than usual But I am just trying to remember if I forgot anything the pie menus. I already mentioned in previously like The the one for Tilda for moving around that's still there And the ones for changing the object modes that is also Still there, but there has been some improvements to make it a bit to behave a bit nicer that Will sum it up for this for for today not this week. Sorry. No today I will continue doing videos every day for as long as I can the cold quest ends in two weeks Yes, today is June 17th. Actually as I'm doing this. I'm watching the the football the the workup and Also the cold quest ends, but the development doesn't so if you feel like You like what you're seeing and would like to continue, you know You can always donate to the development fund which helps keep blender development happening There is always grants you can see exactly how it's how it's spent all the money all the in this case the 316 members Support contributions you can see how it's granted for every month all the way to 2011 and We're gonna keep doing it. We plan to make it a bit nicer So because we see me it worked really well for the cold quest people liked But how is was presented? So we're gonna work on it to make it a bit nicer But you can help even with just a little bit and let's keep this going. Yes, I will see you again in the next Video I swear. Yes. Yes, but I promise I promise I promise she's like pinkie promise