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- User Since
- Jan 16 2015, 10:05 PM (419 w, 2 d)
Today
I think the issue is that "Subdivide edges" and "Subdivide Collapse" are two Refine method modes that has different names but behave completely the same, which forms a collision (functionality duplication).
Sat, Jan 28
Also Im not sure that squarifying is more useful than rectifying in practice.
Hi!
Briefly tested Jan 19 build on a cube.
One of the problems is that grid unwrap of a part of an island rips off and send unselected part of an island to the UV space. I think it is expected that unselected part of an island will remain unchanged or so.
Video example:
Tue, Jan 24
Such cases are extremely rare, it is hard to find the exact actions sequence. So, this is because of invalid mesh data.
Is it possible to detect such data with a special function?
Sun, Jan 22
Fri, Jan 20
Wed, Jan 18
There is another possible solution to empty LMB release - do not snow snap marker after pressing B and before mouse release. Such an action will make LMB release after grabbing gizmo not empty.
Tried January 18, 04:50:55 build.
It is usable, but the main problem is an empty LCS release that does nothing, which is quite disturbing.
I think it is a nice strategy to go modals in complex cases like basepoint snapping (modals has benefits in complex cases because of a better flexibility and resulting expandability than active tools), but, AFAIK empty actions are not presented anywhere else across application.
I would like to suggest this behavior:
Tue, Jan 17
Tested on windows. The general mechanics looks and feels nice for both modals and active tools, tried grab, rotate, scale, extrude (G.E.A.R.S.)
Lovely!
Mon, Jan 16
@Julien Kaspar (JulienKaspar) In terms of a system design, it is possible to roughly say that 3dsmax realization is an AutCAD chassis with 30% Photoshop, while Blender is an AutCAD chassis with 15% Photoshop.
Wed, Jan 11
I think this will allow to focus on your selection during operations, which is useful during working with dense meshes and objects with complex irregular structures and tiny details at the distances that not exceed the size of a gizmo.
How it is supposed to look when using two axis transform (for example, XZ)?
A tiny bit if context.
I think such a behaviour was made to provide correspondance to viewport action - for example it is useful for navigating bones.
I think it is reasonable to add a recursive method to the both viewport and outliner parenting hierarchies as ctrl+] or ctrl+shift+]
(Shift part stands for "expanding" and ctrl part stands for "recursive")
Alt hotkey usually mean "antiaction".
Tue, Jan 10
To depict what I mean about rotating/scaling, here is an example of a Referenced transforms.
Referenced transforms is a type of transformations driven by value defined by existing geometry instead of a number.
RT is quite common CAD technique obtained by basepoint snapping:
Sun, Jan 8
The point is that after 3dsmax switch to hotkeys in noun way, it was assumed that it was because stable solution in the verb way is not physically possible.
Before Blender proved it is wrong. It was completely unexpected that it is not just possible, but in mesh editing software paradigm also has a massive practical benefits in operations speed call, supports for sequence flexibility and toolset expandability.
Thank you for the feedback. Silence always is a bit hard to interpret.
Sat, Jan 7
@Julien Kaspar (JulienKaspar) I hope my explanations sounds clear or at least logical. Are they?
I assume that there are lots of devs familiar with Photoshop and its principles, but it seems like there are no devs that has Autocad background, so it makes it hard to explain principles from it clearly, even if they shaped the entire software industry, so they often are reinvented like they are something new.
Fri, Jan 6
I think it is needed to clarify historical aspect of active tool and modal systems for better understanding of a difference between them.
Thu, Jan 5
Interesting video, lots of fair points (knife, circle selection, drag threshold tradeoff, etc)
I am familiar with lots of context and different realizations and can probably say a lot about that, but I want to avoid walls of text.
In short about RCS/LCS.
- Rightclick originally was supposed to justify using gizmos because of a differentiation of an access to gizmo and to mesh by using different mouse keys.
- Leftclick is supposed to be used without gizmos - in modal GX5 RZ30 input way - because of a predictable workflow collisions with gizmos (drag threshold, partial mesh blocking, etc), some of them are mentioned in the video.
Industry standards has gone quite rough third way - there is supposed to use LCS with gismos and just have those collisions all the time.
It is quite possible to work like that if it is the only way you learned - for example, this is the way I personally worked in 3dsmax because there were no other options available, so for a long time I thought that it was ok.
Mon, Jan 2
Dec 26 2022
Dec 24 2022
Dec 19 2022
A question though - what will happen to outliner's menu functionality?
Dec 18 2022
Nov 30 2022
Nov 26 2022
Screenshot of an error
Nov 22 2022
Nov 18 2022
Nov 13 2022
Well, yes, the concept of viewport statistics has had the same readability issues since its invention - its readability is highly dependent on the contents of the viewport. This is the reason status bar statistics (which always has uniform background) is a versatile solution with nice readability in 100% of possible cases.
Also I agree that progress bar is the UI solution that allow to visually estimate remaining time, and at the moment when the progress bar disappears, it clearly indicates the completion of the task, so you don't have to read anything anywhere.
Oct 27 2022
Current Issues
Oct 23 2022
Show all visible geometry in the UV window
Oct 12 2022
The point of any active element is being user-defined, if active element is changed not by user, it is equal to "losing active element".
Oct 2 2022
Looks interesting.
So 4/256 value will represent 4 pixels per 256 pixels side margin value, and all mipmap padding sizes that has the same fraction?
Sounds versatile.
Oct 1 2022
Looks interesting!
I guess, the next step value conversion to pixels?
Sep 30 2022
Okay. I thought that +/- for filenames will be replaced with +/- for filepaths or so.
Sep 29 2022
Sep 28 2022
Filepath, not filename?
For filenames it was actually useful as well.
Sep 27 2022
I used Texel density checker addon to calculate UV filling precentage, can be useful.
https://github.com/mrven/Blender-Texel-Density-Checker
Also I want to mention that the default (convex shapes) method is more useful during cutting UV seams and unwrapping process, because it gives a clearer picture how your resulting islands looks like (individual shapes of islets after a convex packing are better humanly recognizable than after a concave one). So it is reasonable to use the default convex packing during UV unwrapping process to check islands shapes and use concave packing at the end to form the final result.
Sep 26 2022
Sep 25 2022
Comparison with Packmaster addon, in case if it will be useful.
Sep 24 2022
Sep 15 2022
Sep 14 2022
Aug 23 2022
Aug 15 2022
Aug 14 2022
I have some doubts about this concept.
What controls are proposed for scrolling tab list and switching between tabs when mouse hovers it? (they are not clear not from description, not from video)
I would probably prefer current mouse scroll behaviour for switching tabs as the default one (because it allow to navigate faster) but with the ability to clearly see active tab's name in the top of N panel to see which tab is currently opened. This will allow to reduce reading and searching vertical text in tabs, and will also make it less important when it is collapsed or shortened with max tab length.
Jul 30 2022
But I also like U+2BC8 because of slightly bigger spacing
25B8 looks accurate
Jul 29 2022
Jul 28 2022
Jul 27 2022
I think bisect need 1pt (elevarion) 2pt (vertical plane by edge) and 3pt (full plain) snapping
https://youtu.be/xS7KMHCms7U
Jul 26 2022
Jul 23 2022
Jul 19 2022
Gizmo persistent visibility originally was one of the well known industry standard issues (unnecessary visual noise that influence composition) which was succesfully fixed in Blender.
Jul 18 2022
No worries, there are no deadlines in such kind of tasks anyway)
Hierarchical functionality can ve solved only at the moment they solved.
Aw, okay, a known issue then. Probably, I forgot about it.
Jul 17 2022
I hope gizmo visibility behaviour when gizmo is used will be optional as well.
Jul 15 2022
Hi! Nice update, it is very useful to have color information corresponding to the outliner!
One of possible further Specials can be "Paint objects colors from collections colors" to have the ability to view painted collection distribution right in the viewport by using object color viewport shading.
As a result it will look something like that:
Jul 14 2022
Jul 13 2022
Hm.
I am not agree with the original Ctrl and Shift selection assignment in the outliner - it was assigned in the way it contradicts to the rest of Blender, and probably should be swapped.
For example,
- Shift is originally used for adding/removing individual items to a selection, for example, in object mode, edit mode, dope sheet, curve editor, node editor and so one.
- and Ctrl is used for range selection, for example in edit mode, dope sheet and curve editor.
Jul 6 2022
Yes, it was discussed that dynamic context management system paradign doesnot fit light linking, since names are important there, so context of this system should be static (name-based).
Jul 1 2022
Jun 30 2022
Nice topic. A couple of questions though:
Jun 23 2022
Jun 20 2022
Any temporary solutions has a problem of crating legacy that is always hard to enhance and maintain.
Jun 17 2022
Jun 15 2022
Jun 4 2022
As a result of a discussion it was decided to make a better explanation of a problem from user perspective.
As a result of a discussion it was decided to make a better explanation of a problem from user perspective.
Link to the post
Jun 3 2022
Jun 2 2022
May 27 2022
Also, if you are going to provide such a massive weapon as "fake everything", should not you at least provide the "unfake everything" defuse?