- User Since
- Jan 16 2015, 10:05 PM (226 w, 3 d)
Fri, May 17
Tue, May 14
Mon, May 13
Sat, May 4
Update with icons, instead of columns changing that depicts current mode.
Allow to recognize what mode of visibility is currently on.
Thu, May 2
Same win 8.1 x64 MSI MSI GE70 2PL Apache
Wed, May 1
Here is an example of swap/invert modes
Object visibility can be inverted or swapped, that gives ability to view rendederability of objects as visibility.
Personnaly, I would like to prefer columns switching, to define mode (first column is for changing value by visibility), that will make things more clean.
Pretty much clean solution)
Visualization in the preview window is best done as low as possible.
If people visualize Viewport, they are consigned to the quality of the viewport level.
Tue, Apr 30
Mon, Apr 29
What if to draw them in place of Renderability while edit mode?
A very nice!)
What about pickwalk behaviour in outliner?
Sat, Apr 27
- 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, that gives full fast control over the visibility of entire scene.
A very nice tool for vertical (hierarchical) scene navigation.
Tue, Apr 23
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 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.
Feb 13 2019
Thanks, that will make organization of complex scenes faster.
Feb 12 2019
There is some improvemet concept for collections shortcuts.
Currently, 1234 buttons shows a collection, but sending objects requires name in menu (M - "Collection 1" - "Collection 3" for example)
That would be nice if moving to collection will also support their number.
Feb 1 2019
Jan 29 2019
You may know me as author of F2 tool concept.
Previously I ordered it to Bartius Crouch, and he submitted it, that's how F2 has come to Blender.
But then Bartius Crouch has gone from F2 development, but F2 was in progress all this time, I ordered F2 updates to different local developers, so latest version for 2.8 is 1.8.4 and can be found here:
Jan 26 2019
Previously, in 2.79, we made such tool in Bargool_1D_tools , called "Isolate layers".
It leaves turned on only those layers, that selected objects belongs to.
Simple, and extremely useful option for complex scenes, while layers were cumulative, just like collections.
There is also need in "Isolate selected Collections" option on RMB menu, that will turn off every collection except collections that are not selected in outliner, or which contains no selected objects in outliner.
So if some objects selected in outliner belongs to 3 collections, all 3 of them will stay turned on, other unselected collections will turn off.
Jan 22 2019
Temporary assigned to Alt+X
Keymap - 3DView - 3DView (Global)
Operator = wm.context_toggle_enum
Context = space_data.shading.color_type
Value = MATERIAL
Value = TEXTURE
Jan 20 2019
It seems there is no ability to assign shortcut to shading.color_type, for quick switching to "textures" mode and back to "material" during UV unwrapping.
It is quite essential, because checker texture disguises geometry, so the only way to work with UV is quick switching to textured mode to preview and then back to shaded to provide selections and operations.
Thank you for keeping transform modal map for knife tool, it helps a lot!
Everything is working about pan on RMB)
Another issue with Pan view on right mouse setup - cancelling any kind of action with RMB causes immediate panning instead of just cancelling.
Looks like conflict with Transform modal map.
I need to remove Context menu on right click and replace it with Pan view while left click select option turned on.
How is it possible to do?
Dec 10 2018
- Well, Users are creating objects, that increases entropy.
Users cannot tidy up sorted lists, they just can bring a mess in it. If sorted list doesnot fits they needs, that means, that users messed up with object's naming.
So they have to wisely fix their naming or use collections to sort something out (as they were using layers in 2.79). Maybe both of them together.
- Try to ask for special shortcut like Shift+X for deep through-structural outliner selection remove.
Dec 8 2018
Well, sounds nice and very welcome.
I've ordered to my developer selecting all outliner object between two selected (we've got too long lists for box selecting) just a few days ago, so Shift and Control modifiers are very needed.
Nov 29 2018
That means, that 3D cursor have to be grabbed with selected objects, also any kind matching/alignation/sideshift/rotor tools reqiures at least two points.
Nov 28 2018
There is mathematical problem. Origin in Blender is not the same thing, like pivot in maya. Blender's origin is true origin of mesh - it's base and zero. Maya's pivot - is local transformation point, that is counted from real origin that is never shown.
Nov 8 2018
Even better if it has a one-key shortcut, it is a very quick and precise way to navigate the 3D view, about on the same level as rotating, panning and zooming.
Nov 5 2018
About accessibility and relevance.
Nov 2 2018
Obviously, because Alt is not better than Ctrl.
It is harder to find by touch and some keyboards have only right Alt.
IMHO your suggesting changes which are outside the scope of this task.
Nov 1 2018
I have another proposal about Deleting (X), Linking (Ctrl+L), Merging (V for me), Specs (W), Edges/Faces/Verts (Crtl+E, Ctrl+F, Ctrl+V) and other similar menus behaviour.
Oct 31 2018
I confirm, translate tweak is useful, especially in edit mode.
It is better to new users to handle this feature, than turn it off.
With the new menus flip-normals isn't available in the context menu or the face menu.
We could have a key binding to access this, will check with @William Reynish (billreynish) & @venomgfx since I think this is a commonly used operation which could be in a popup or have its own key.
Not sure what you mean: V is Rip not Merge.
Oct 30 2018
We can now have an arbitrary number of collections, not just 20
But there is the trick - layers were used for quick visual control.
Users can control 20 with keys, and that is enough for quicksorting and managing scene.
Oct 29 2018
What about Shift+N - flip normals, ctrl+shift+N - recalculate?
Oct 17 2018
Yes, that's why I called Q almost impossible.
Yes, Alt+D was binded before extend vertices were invented, so extend was moved to Alt+Shift+D.
However, this one is not much important and depends of modeling (CAD/organic) style.
There are also some less convenient but yet a lot of useful for edit mode