- User Since
- Jan 16 2015, 10:05 PM (234 w, 3 d)
Fri, Jul 12
That will be awesome)
Something like that we've tried to make in 1D_Scripts (Vverts project tool)
We are using it for projecting vertices subdivision
A very nice task!
I think, it can include alignation tools as part of CAD/snapping issue.
For example, a tool like 3DMatch tool
with ruler-based keys for transforms.
We are currently modifying NP_Station to make object snapping suitable for architectural tasks.
Can be interesting.
Mon, Jul 1
p.s. If it is interesting, I made research about where checkers can be actually useful.
Here is Canasta video.
Nope, it is used for both convert to mesh (apply mosifiers) and convert to spline.
There is no "mostly".
Personaly, I would like to add "remove all animations" to Alt+C - mesh action, that will be even more convenient.
Sun, Jun 30
Here is a nice example of stripe modeling workflow.
If to change wicker to rattan (ribbons to rods), every single tweak reqiures loop selecting.
So there will be 1000 lmb normal clicks with Alt+LMB or 2400 speed clicks with doubleclicking (400 will be misclicks because of tremor )
Doubleclick by default will significantly complicate the process of creating a model without a good reason in entire stripe modeling workflow.
Fri, Jun 28
Thank you for clarification.
Yes, it would be great if users with keyboard layout issues indicated the current keyboard model they are talking about.
99% of mac users don't ever need to perform 3d modeling, so, obviously, Apple is interested in keepeing layout as minimal as possible.
But all we know - less buttons - less abilities, that's how it works.
Otherwise, there would be no problems with the layout.
Mac was never designed to provide comfortable peripherals, it's goal is to be minimalistic, so it has got keyboard layout that is mostly for fun.
So there will be a lot of keys that were removed on Mac, it is it's main problem.
This way user have to decide if he wants Mac or comfortable work.
Thu, Jun 27
Don't know if that matters, because for professional work keyboards are always chosen properly, IBM model M layout is the most popular and profound.
Also that depends on workflow, Model M covers most, but, for example, for baroque modeling and retopology sometimes I use Logitech F310 gamepad and G300s mouse.
Tue, Jun 25
Here is numeration types comparizon
B2 type is the best one.
Sun, Jun 23
Yes, all we want is just to finally update F2 to 1-8-4 at least once, because previous was about 5 years old.
That was an experimental feature, that is not actually needed much, that's why it was turned off by default in 1-8-4.
Thank you! Do we really need getting acces, or we just can put those two changes manually to our github?
Interestnig solution of Collection numerating from Dfelinto
Thu, Jun 20
Well, yes, that's one of actual problems in CG Workflow design.
Usability is not equal to strong math, but strong math can be reached more easy.
Wed, Jun 19
hopes ALT will be left by default.
Mon, Jun 17
nice to know to be completely sure.
otherwise, in organic modeling it almost doubles the clicks for the entire workflow.
that would be torture.
In CG workflow design double click have much lower perfomace action rate, than alt+click, because or tremor.
Doubleclikcking fails "repeat 500 times action" test, it have reduced endurance rate.
Personally, from entire SmartF I mostly like "lock of backwards fake faces"
I was planning to make such lock, but at workflow scale it suddenly was not disturbing or harmful enough, so it was left until better times, and more urgent scripts took priority.
Maybe we will do it once.
For example, this is how workflow research looks like - a timelapse video of the process of building a real complex model is performed for further analysis.
This allows to check the effectiveness of the methods and concepts used in the production at entire workflow scale.
At the moment, entire model can be made without any kind of panels and prefrences, also there are almost no errors, no misclickings, no fake faces, no checker fillings... workflow is clean, straightforward and smooth.
So what is the problem that you want to solve?
Sun, Jun 16
I has got two questions - does SmartF have user base, and what situations it is useful.
Jun 13 2019
I could add it as an update for you but we prefer for the new Authors/maintainers to be accountable for their own addons. Please let us know how you wish to proceed.
As CG workflow desiger, I am an author of concept of F2 tool. I work with different local python developers, ordering different concepts of tools to them, so development of F2 is under my maintain, but was written by several developers.
Yes, I would like it to be updated from Cfyzzz Github (at least once since, probably, 2014). That would be awesome.
F2 2.8 version
Hi there. Thanks for inviting.
Jun 7 2019
A very nice example of CAD/snap toolset
May 30 2019
Ok, Now it seems to be a GSoC 2019 proposal. Thanks
I guess, when in-between selecting with Shift will be done, pick selection will be moved to Control?
May 17 2019
May 14 2019
May 13 2019
May 4 2019
Update with icons, (instead of possible columns changing) that depicts current mode.
Allow to recognize what mode of visibility is currently on.
May 2 2019
Same win 8.1 x64 MSI MSI GE70 2PL Apache
May 1 2019
Here is an example of swap/invert modes
Pretty much clean solution)
Viewport rendering is best done as low quality as possible.
If people renders Viewport, they are consigned to the quality of the viewport level.
Apr 30 2019
Apr 29 2019
What if to draw them in place of Selectability while edit mode?
A very nice!)
What about pickwalk behaviour in outliner?
Apr 27 2019
- It’s too much of a hassle to make sure the viewport visibility matches the render visibility.
Also - important - fuction to inverse visibility is needed.
That will split scene into two global "slots" (visible vs invisible) with ability to switch between them.
Apr 23 2019
Got the same issue, failed to get viewport animation in less that 5 secs per frame at any mode, while rendering took 14 sec per frame.
Well, yep, there were no qiuck wireframe mode (very useful in modeling) and no quick texture (not material) mode.
v 2.80.57 seems to behave different - there is also no more viewport rendering shortcut.
Apr 20 2019
Apr 19 2019
Well, a very nice movement in the latest build - make all wires step thinner!
It is looking better, especially with no antialiasing!
Apr 17 2019
Aww, it seems that does M - New Collection in 3D Viewport already.
Sorry for that inconvenience.
Apr 16 2019
Well, there are a lot of "Collections" and "Visibilities" over interface already)
Case A [Shift+M - New Collection] creates cumulative collection with cumulative (multihierarchical) object links
That's behaviour of Collections, as it uses cumulativity.
Apr 15 2019
Good. Thanks for clarification.
Only prompt (with ability to turn off in properties) seems to be most suitable.
Autosave is suitable if it is needed in 100% cases, but in practice 80% of cases Blender launches is viewing (because Blender is the best viewer of *.blend files) or sketching/temporal usage when user wants to lost those data.
Also, for example, we are watching for filesizes, and we don't need autopacking all that stuff that we temporary brought in file for sketching something.
Apr 14 2019
A very nice to have a Collection task!
We've made a devtalk feedback review, with problems considering Collections usability, can be useful.
A good idea!
What about if some images were linked and not packed?
I seems, you are talking about cumulativeness - ability to assign same object to different hirarchical levels?
Yes, it causes some problems
I can hardly imagine how you will do it for 2357 collections in scene.
Maybe by creating special outliner for outliner?
That will be actually interesting to see...
Apr 11 2019
More detailed description at Devtalk
Apr 9 2019
Debugging why an object is or is not visible is hard.
I remember Revit hint about "Why object is hidden", with the instruction to search in 9 different places in program (visibility states, sections, classic hiding, structural class hiding, building state, building variations, etc.)
Yep, that was time consuming)
Apr 3 2019
Found, that Shift+num toggling is workind in january build of 2.8
It has been broken recently
Apr 2 2019
Here is also Shift toggle inconsistency - Shift+numeral button doesnot toggles collection visibility.
Mar 30 2019
Ability to animate any kind of UI gives sence of power)
I think, that Visibility button binar paradigm is not designed for animation yet
(three states needed instead of two for this ability - non-animated, animated, animated, but not at current frame),
as far as outliner is hierarcial viewing/editing tool, so it have to be animation-independent in order to be in the TOP of hierarchy, to provide ability to view full of it.
Mar 27 2019
Is there cases when that "sence of depth" is useful, or is it supposed to turn slider every time
Mar 14 2019
Mar 13 2019
Mar 12 2019
Mar 9 2019
Feb 26 2019
Feb 25 2019
Feb 24 2019
Looking nice, but there is infinite collections count with ifinite cout of insets.
Personally I would like to propose to duplicate it, in a dopesheet style.
Feb 18 2019
Want to clarify issue about nums. First of all, it is a separate system.
A quick content displaying system (further - QCD) - part of verical (hierarcial) navigation, alongside with Outliner and RenderLayers.
There are workflows that depends on it, because it makes them possible, independently of layers, collections, selection groups, or any other hierarcial units and their number.
It is a unique system in the software industry, that makes Blender out of the ordinary. It's demand depends on the industry to which the workflow of user belongs.
Feb 14 2019
Not exactly, but better than nothing.
The proposal is to get rid of using outliner/GUI at some possible point.
I would prefer to set scene collection to digit 1 (start collection numeration from it) to have ability view whole scene without higlighing everything with alt+H, that freezes computer on complex scenes with selection outlines.