- User Since
- Feb 15 2017, 4:55 PM (188 w, 2 d)
Aug 6 2020
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May 2 2020
Ah, ok. Sorry for the off-toppic.
Apr 30 2020
Great task! Just throwing couple of ideas in, if i understood the scope of this task correctly...
Apr 27 2020
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Nov 8 2019
Oct 25 2019
@Germano Cavalcante (mano-wii) , correct me if i am wrong, but i get the impression their priorities are still really low for these topics.
Sep 17 2019
Sep 6 2019
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Aug 5 2019
Jul 31 2019
A third thing that should be considered in the “precision modelling” is the ability to toggle on/off orthogonal only transformations.
Jul 29 2019
Yes, good examples and my exact thoughts. It would be ideal if these suggestions could be tested in 'battle'.
Well, the tool system as it is now could probably work in the future without this feature. In fact i use it on daily basis in 2.79 as such.
Jul 26 2019
Yes, practically a new concept of storing tool / transform settings throughout a certain session. Wouldn't quite call it a 'keystroke storing', but a new scene (blend file) property of some sort that is specific to all tools independently.
Well, i don't know if something like this was mentioned for 2.8 as an idea but what i had in mind is a simple check-mark setting, for example at the end of the top bar where the tool settings are shown. If checked, the user might 'lock' a certain tool setting preset for the next time that tool is activated. And for some tools he might restrict from doing so and let the tool always start with the default settings as they do in 2.79, because that certain tool e.g. is used in various ways in that particular session.
I have some experience with 'repeat last command' operators in CAD apps, they are actually very useful, practically indispensable, boosting the speed of editing perhaps 2x. But - from my experience i myself rarely use the same transform operation more than once in a row, e.g. rotate around z than again rotate around z. It is more like - rectangle / stretch / move / align / extrude /poly / poly / poly / poly (repeat last command), trim / trim / trim / extend / rectangle / move etc. So, while for poly or trim commands 'repeat last command' operator is very useful, other commands usually benefit from remembered settings (rectangle, move, align, rotate...). I kinda feel the 'repeat last command' operator has it's place in the editing pipeline independently from saved operator settings, and should be incorporated eventually, regardless of the former.
Jul 25 2019
Nice concept, Paul.
Jul 20 2019
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Mar 1 2019
This is by far the most important criteria i had when i was choosing the NLE editor for linux. I thought this would never get a mention in Blender and i didn't even bother to make a suggestion, you proved me wrong. Tremendous upgrade!
Feb 23 2019
Nov 20 2018
Similar error Brecht, first time i can not run Blender in Linux, it seems you guys started using some fresh-out-the-oven libraries:
Nov 15 2018
Oct 7 2018
Oct 4 2018
Yes, perhaps you're right.
Anyway, big thanks once again, to you and the rest of the crew!
Oct 3 2018
Hi Jacques, hi guys! I just saw Pablo's notification and video and wanted to say big thanks! Been waiting (and probably not alone) for this for so long. Didn't try it yet, but judging from the video, it seems like a nice implementation. Congrats!
Jun 11 2018
@Jean Da Costa (jeacom256) It is sometimes a good practice to read the post before replying to it :)
Jun 10 2018
I agree with @Sterling Roth (sterlingroth) , if it is possible, it would be nice to have the edge calculation method also, it is much cleaner from tech - aesthetics point of view -
Jun 9 2018
Can i dump all of my tokens here?
I just remembered a feature i missed a couple times while making addons, i don't know if it is possible - to be able to call a node editor as a popup.
Jun 8 2018
Jun 6 2018
Great addition @Clément Foucault (fclem)! Thanks for the hard work guys.
Jun 2 2018
On par with @cédric lepiller (pitiwazou) here. Don't underestimate the power of subtle floating widgets in the 3D view. You could port the complete settings to the viewport, much like you already do with custom armature widgets for characters.
@Jeroen Bakker (jbakker) strikes again!
May 31 2018
Guys, you might wanna check this out. This might be the first functional App Template, and with a lot of nice UI concepts for 2.8 to take inspiration from:
May 21 2018
If i can put some of my experience (and long time grief) to use here - LMB (or selection mouse button) to empty space - deselect all.
May 15 2018
Some can already be snapped to vertex, but wider support would be welcome and make them a lot more useful for precision modeling.
As it stands they are not yet very suited for hard surface modeling or situations where geometric precision or alignement is more desirable.
If it somehow integrated with a workflow similar to the outlined at T45734, it would certainly make a lot of people happy.
Great initiative on Widget Info! That's how you do it :)
May 14 2018
May 11 2018
Ok, great. Cheers!
Great addition with the interactive primitive creation! Been whining for that for half a decade now :)
May 8 2018
Yes, i presumed the problem was along those lines, thank you @Zsolt Stefan (zsoltst) . The first problem i saw in my mind when considering this was the clipping distance. There are also light calculations, material parameters and who-knows-what.
Ok Brecht, thanks for the explanation. That puts this issue into a new perspective.
Keep up the good work!
But depending on how you look at it, it does (and should) scale. If you make a 1x1x1 unit cube, and tell Blender that you'd like to work in km, that cube is now 1km x 1km x 1km. If you then change it so you work in cm, that cube is now 1cm x 1cm x 1cm. Essentially, that cube is now way smaller. That's how it's intended to work, and that's how it should work. Otherwise, it'd be impossible to work at very large or very small scales.
May 7 2018
Just to put some more light on the terminology, i have a feeling we are being confused by two different words here:
Cool :) Check the intellectual property though. Some big companies use it, although i think some open source do also. Check LibreCAD, QCAD, i believe it is safe.
I trust you on this, i don't know the technical side of the implementation.
Bingo! That is the problem!
If useful, i left a comment in the task that is now tagged as 'resolved'. Perhaps it helps.
Yes, it is unrelated to 'what measuring unit should be the default'. It is probably off topic in this task.
If you allow, a few notes on this. I've been thinking, i will layout the basic logic behind my experience on layers and groups - perhaps you can use it in your future thinking. I've used this systems in literally hundreds of files in various graphical apps. Some of them were quite complex.
@William Reynish (billreynish) Actually, @Vyacheslav (Ghostil) is right, it is a matter of UI / UX discipline - if i choose centimeters, that means that i want to see and work in centimeters - i want to input centimeters when moving, i want to read object attributes in centimeters, see them when measuring i want to eat them, sleep them and breathe them. That is how powerful that switch should be. Check the comments on that feature in Blenderartists, they all say the same thing, Blender has been a bit sloppy in this area.
P.S. - What i mean you could try to expand multi element editing to whole property editor. Show only tabs (object / mesh / modifiers...) that are common for selection and on them only common values, according to selection. A selection filter drop down on the top for expanding the list of editable values - check the PDF...
Very important feature, been missing it since forever, one of the first things i noticed missing when beginning with Blender. Triples the workflow efficiency.
May 6 2018
Collections will handle everything that layers and groups do in 2.7x
Ah, ok. Thanks for the explanation.
May 5 2018
Yeah, that is one of my biggest mysteries of Blender - how did it get through 20 years of existence without a classical grouping system? It would be awesome to see it at one point. So far i am using an addon that i made to fill the gap.
@Ludvik Koutny (rawalanche) How about doubleclik for entering / exiting edit mode? I have it in my keymap, it is fast and intuitive as an eyeblink and it could free spacebar for something else important...
Another thought, after reading some of the topics in the code quest. There is a possibility we will end up with a workflow problem here.
+1 on @Ejnar Brendsdal (ejnaren) 's suggestion. Crucial when dealing with large interior / exterior sets, repeating complex elements in large numbers and alternating and variating those scenes.
May 4 2018
Perhaps as a toggleable half - transparent overlay, not to eat up the interface for another 30 pixels?
Apr 27 2018
Tested the new random color feature - works nice, will be very useful i think. Although, it changes colors upon every major undo / redo - it seems a little bit disorienting. Perhaps sticking to one color set throughout a session?