there is a 3 or 4 pixel delay.

I do not experience any delay with the manipulator.

It’s inaccurate because its just an extension of the “RGS” - drag system. It has not been tailored for it.

Sorry, but I still don’t understand you.

In what way is it inaccurate?

You can use it to move objects in precise distances, or rotate in precise degrees, you know.

You see, thats just impractical and confusing, how is an artist supposed to know that?

How is an artist supposed to know that “G” moves things?

Solution - read the manual, i guess.

But, actually, yeah, clicking between axis for planar movement would be nice.

Me too, but not enough to be considered anything near industry standard

I used many 3D programs before, used XSI more then others, never mastered them, I only sticked with blender and mastered it, because I liked it the most.

I know what the XSI outliner is like… And really, what I usually did was turn that action history off, because I didn’t need it and it was slowing everything down…

The blender Outliner could use some upgrades, like, click and drag for parenting, box selecting, etc, but more or less its good enough for what I do.

And why do I say that Blender will never have it: Well, it’s kinda to late now. I believe a lot of blender code would have to be rewritten from scratch.

However, what blender does need is - Editable primitives. Like, if you add a sphere, that is the only time when you can set it’s properties. You can’t get back to it later. If you want a different sphere, you have to delete the old one and add a new one. Would be better if, for example, a sphere primitive would be editable any time. And if you wanted to go to edit mode for a primitive, you’d have to convert it into a mesh first.

Anim8or has this. Works nicely.

Would specifically be useful for those nice Add-ons, like for making landscapes or medieval walls… These have many properties that you have to set correctly on your first go…