Sorry slightly offtopic:I know the blenders interface might seem strange at the beginning. But in my opinion it is the best interface for such a "complex" (in terms of feature amount and power) program. There are sooo many projects you can do with this awesome piece of software that you need to provide a solution for everyone. From the game designer to those who want to edit videos... That everyone can make his workflow as good as possible there need to be MANY UI options. And this is what blender is so good at, adapting the workspace to your needs. As a consequence a lot of tools are redundant which may make the editor "messy" but still great to use. Btw. most controls aren't necassary if you know enough shortcuts so you will continue hiding all the tools over time and just shift+spacing (fullscreen) the 3D editor if you want to model something. (than blender might be the cleanest program ever, at least with that amount of tools...)And another plus, the editor is really good to scale with plugins.Concerning your proposal:An intefrated editor sounds like a good idea. The first time I read about it, I think that was in a git issue, I was amazed. But that wont become true, otherwise I would be really surprised (negatively).The first reason is that this would need an insane amount of work:to get a 3D modeller you need to have all the geometry inside the ram so that you can modify it with the CPU. As a consequence the current system of Godot couldn't be used because it is based on the GPU (as always in game engines). The Godot editor is based on the engine itself so It may is not possible to use it as a modeling program (okay not impossible but difficult.)The other problem is that the 3D editor wouldn't get the quality of an editor that could be used as a main development tool. People who try to make a real project will always use 3ds or blender or maya... so the 3D modelling editor would be, more or the less, a gimic. A very expensive gimic. Trust me if you spend some time with blender you will see how powerful the program is and how well the UI fits to that software, don't get me wrong the UI is not perfect but very useful. And when you get comfortable with the import process to Godot you will have a solution which is much better than a built in editor.I want to answer to your thoughts to defend blender ;)1.The panel has almost all the settings and properties in it you can imagine. As a consequence there is only one dock type for settings and you can open multiple ones for different settings at different locations which makes it extremely handy.2.I guess you can do anything you want without shortcuts in blender. This is why the buttons exist. They make the same than pressing: R,S,G (rotate,grab,scale). Because people realized that it is really efficient to use "multikey" shortcuts to move objects blenders translation tools are designed like that:[list][li]press R,S,G to define the sorf of translation[/li][li]press X,Y,Z to define the axis on which wou want to translate[/li][li]or press the same button as in step one again to get a special translation: G to slide vertices and edges, R to start the free rotation tool[/li][li]or press SHIFT+ X,Y,Z to to translate on any other axis than the selected one[/li][li]press SHIFT during the translation to make it more precise OR CTRL to activate snapping[/li][/list]As an example press G than SHIFT + Z to move an object on the "floor layer", on all axis except the X axis.Because this keyboard system is very fast (I never find myself using the arrow gizmo because that's much slower to use) And because they thought everything should be able to control mouse only they implemented these buttons. (Usually you press T and just ignore that panel)3. Those menus give you access to everything you can do inside one window. (usually you use shortcuts but until you know enough you can use these menus). They are located on the top or at the bottom of every window. (right click on the menu bar, than flip to top/ flip to bottom) If you really know every shortcut and use the pie menu you also can collide them. The top bar also is a window (the info window) which is sized to height=0 this is the reason why there is this top bar.4.I also don't understand the Left click thing. It is useful when you want to add Obj's at a surface. Because Left click moves the object to the 3D surface under the clicked position. Than you can add an obj at that position. (But this could be solved with Shortcut + Click too... so I don't know why they have such a rarely used function on such a useful button I add more objects than using left click :( ...). But the curser itself is very useful. and there are enough methods to move him so you don't need a gizmo. Usually I use the curser by snapping (CTRL+ S in edit mode) to a specific face/vertex. Than I can add an Obj at that location. You also need it to move the origin point of objects SHIFT + CTRL +ALT + C than choose origin to 3D curser.Oh man this post got much to long. But I liked writing about blender so I didn't want to stop ;).As a conclusion, I understand your attitude to blender and the wish to have a simple and powerful tool. But there are so many complex tools for 3D modeling that this will never exist (except there will be some incredible awesome VR modeling tool in the future which tools are as easy and intuitive to use as real clay).I think you really should try getting better with blender because it is an good tool. And you can use it for so man tasks. All the work you put into fighting against the UI will be worth it ;). Because if Godot would implement an equally powerful 3D modeling editor it would be equally complex.I hope this post did't seemed too: "little kid is pissed because someone didn't like his toy..." :DMy main intention was to convince you not to give up.Thank you for reading until here :)