- User Since
- Jan 16 2015, 10:05 PM (266 w, 4 d)
We have several mln verts photoscans and houses in classic style but they are so NDA, sorry.
I suppose it depends on the implementation as well.
Will it be possible to develop a special cheapest heavy mesh viewport display mode, that contains no AA, no multisampling, edges shading and other features to increase performance?
We woul like to use such a mode.
Mon, Feb 24
Sun, Feb 23
We are using RMB for pan view.
Hope it will be taken into account as well.
Yes. I also see no obstacles here)
A kind of syntactic sugar applied to a workflow.
Sat, Feb 22
I think, that it will be interisting to hide slot that will still contain objects but has got lesser objects after Set operation - that will mean that objects has gone from it.
Fri, Feb 21
Just like MMB during transformation does, but instantly?
Can you, please, post a couple of screenshots (object mode / edit mode) with instances from Maya to clarify the issue?
Thu, Feb 20
Live Subd It is completely different issue.
Applied subdiv is "converted to mesh", a generated static highpoly geometry.
I want to say that it is easy to get highpoly mesh for basic testing edit mode.
Wed, Feb 19
I've tested for some time. Suddenly, such behavior feels... smoother)
I need to test this some more time to understand why the slot display seems to be better.
I would like to propose to turn off a slot from where selection has gone, this will make possible to find appropriable slot to a selection via several switches, if it is possible to reproduce.
I am not sure how exactly "less commonly used" is counted.
Tue, Feb 18
For sure, we will try to reach minimum ui elements, so such buttons are temporal, just for testing solutions without reinstalling addons versions back and forth)
Also, please, remember, that current packing behavior is good because it is fast, that is suitable for the most cases and especially nice for heavy meshes.
If to completely replace it with heuristics insteas of adding it, it is possible to get the same problem as with the undo - low perfomance for every use case instead of when it's really needed.
Mon, Feb 17
Hi. We are currently trying to cover complex production needs. We are working on Quck Content Display system.
Sun, Feb 16
Aw, that's so more fluent now!
Addiction will take some time, but the seame short shortcuts in both modes succeeded)
Keeping testing, I think about visibility problems - for example, do we have to operate on EC if we are using enumerated list, or should we see a collection we send object to.
Sending to a single turned off slot feels a bit clunky, since we are loosing selection from sight of view.
I try to investigate if it is reasonable to keep the receiving slot disabled if it was (for single or multiple sending)
Sat, Feb 15
Fri, Feb 14
For sure. We also do this every time, (but we change operators only from version 2.8)
Thu, Feb 13
Wed, Feb 12
A bit about why it is important.
Tue, Feb 11
Sorry for delay, I am deadly busy with my animation project.
Sat, Feb 8
Wed, Feb 5
I am in testing process.
Does it mean "Snap to procedurally generated by modifiers geometry"?
Tue, Feb 4
Mon, Feb 3
Sun, Feb 2
Thank you. As an engineer, I love ways to see systems transparently.
Let me explain a situation to all sides of this dialogue.
Sat, Feb 1
Fri, Jan 31
Well, since QCD systems belong to quick access systems, their action maps are pretty much simple. That's why we love it.
We will monitor the integrity of access to slots using the mouse and keyboard, using an example of cold Alt slots, and this way we will satisfy hot slots as well, because they are just simpler.
- Select Through is needed for special type of modeling when topology is predictable for user (like gamedev modeling). It is widespread behaviour in industry standards software, so, as industry standard solution, it is more about popularity.
Thu, Jan 30
Well, here we need to build an actions map.
I will make it to show all possible cases of interactions with a system (assigning slots, invoking slots), and we will place it to a relevance tree (because speed of access is important for QCD systems), to clearly see what we can get mathematically.
That will show us if we can do such a thing without loss.
Aw, domino GUI is a QCD GUI. It was called domino, because it also using subitizing ability to percept numbers.
Here is implementation #2 (which I think I prefer)
Wed, Jan 29
It can be solved with vertices mode. Not thay hard.
Nice move) Indeed, this task require a lot of workflow design for different cases.
So it’s always quite a surprise that such a basic thing is absent from blender.
Tue, Jan 28
It would be nice to bring ability to preserve vertex normals to a split tool (Y key).
For example, it is impossible to reconnstruct such a model with 4 instances, saving UV space, because after split verices normals are changed, and conflicts with normal map.
Well, I currently thinking about QCD abilities, trying to design proper workflow.
Some of my thoughts at the moment:
Jan 27 2020
I am not sure how this issue can be connected to locked Fill checkboxes of Vertices Rip shortcuts.
GUI is nice by the way, its like meetin old good friend that helped a lot)
But Alt keys are swapped. It is needed to be fixed for consistency - alt+3 should be under 3, alt+8 should be under 8.
It is needed for excluding counting them from a workflow.
I've tried it)
Well, I am not sure that there should be a dedicated QCD mode - default behavior is nice.
Well, we has got a scene setup saving system, that doesnot even saves some scene setups.
Sounds like Smart UV project in 3d view -> seams from islands in UV editor.
I am not sure if it is possible to create a smooth shaded cone with collapsed vertices.
It looks like this:
Did you know that SS, DV and RR are, actualy, not stored in view layer?
Jan 26 2020
It is not a problem to build a proper QCD system in current Blender 2.8 realization - we already have some significant part of it that works.
It is a problem to take a few simple right steps to make it work properly, so it is more workflow design issue than, actually, development problem.
Just like clunky LMB selection issue that can be fixed with couple of lines, but breaks any kind of organic hardsufrace modeling, and lasts a year.
Blender 2.8 already have a QCD system (when pressing number corresponding collection is displayed)
Everything that has a limit of 20 - refers to the QCD system (hotkeys, autonumeration, widgets, etc)
There are ruins, but they works, and it has got some huge inconsistences.
- Maya users animating visibility just to get combinations of 2 objects. It tooks 3 frames. For 5 objects it will be U(5) = 2^5-1 = 31 (combinations or frames or view layers)
- Pablo Vasquez made a concept but it is completely out of any scope.
- AutoCAD has got laywalk command that works more like collections list.
- Blender 2.7 has got 20 slots + hiding + isolation, so it is U(22) = 2^22-1 = 4194303 hiding information combinations fully controllable at perception speed in blender scene.
And it occurs to me that Ctrl-Right Mouse (extrude to cursor) would benefit from being a press event as well.
This will be going into official blender 2.83+:
I tested the solution for a while in practice.
Yes, indeed, Alt+LCS and Alt+Shift+LCS are also needed to be fixed.
There is actually no reason to keep any kind of clunky selection for the tweak tool.
Jan 25 2020
Made proper video with workflow comparison and setup
Proper video with workflow comparison and setup.