Basically everything except for OS-level combinations and three stubborn symbols on the numeric keypad.
This means it’s possible to clear the slate wholemeal (ie: neutralize all existing keyboard landmines) and then leverage altogether different bindings.
What comes to mind first is trying Blender’s user input scheme in context. Maybe this can offer a more precise and efficient way to achieve micro-edits?
For example, to translate an Entity exactly -1 unit on the X axis you might: right-click it, type
-1 and hit
ENTER. No property dialogs are needed for that.
The G thing is a legacy mnemonic that in Blender means Grab/Move, so the above could read: Select that entity, Grab it and move it along the X-axis by 1 inverse unit; apply.
(I think it’s worth noting how a story is being conveyed there to the computer – and how much wouldn’t have to change if/when switching to a voice-driven editing experience later…)
Anyway, would anyone be interested in helping to identify a useful working set of Blender crossover operations?
From there I could try connecting some of them to glue code and we could see what works.
Mostly I’m thinking of this as rewiring (ie: different ways to access same features), but it might be worth doing some extra math to bring in stuff like Blender’s predictable, numeric keypad Camera controls. Or even Blender’s proportional editing – which could prove very powerful if adapted to work on sets of Entities instead of vertices.