So a while back, the group I work with was going to switch to Modo, and the transition was mostly painless because you immediately were granted with a UI that asked what you wanted for camera controls and selection modes, as well as a few other things. We're using Max again, and now we're looking into Blender with 2.8 coming out soon. I know you generally should learn the software with the default controls and then customize from there, but some things, like camera controls, are very ingrained into people's brains. I was wondering what all I should change and set up to get it working like Max, and then I was hoping there was a way I could give that configuration to other people. Does anyone have any ideas?
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https://www.youtube.com/watch?v=12fqTUyDts0
However ... this would be in my opinion putting the cart way before the wheels - imho there's no point trying to deploy such a thing to a whole team without having at least one person becoming familiar enough with the app beforehand. But hey, just my 2c.
I'm going through Blender Guru's 2.8 videos now, and I'm hoping to learn something from them, or at least figure out how it operates.
I remember learning Modo after exclusively using Max and Maya, and it required a HUGE shift in thinking. Now I'm trying to figure out what the shift is for Blender.
Also, Blender 1/2/3 is the default vert/edge/face. Tab to jump in and out of edit mode(sub-ovject mode)
For cameras(and other useful features) I use Machin3Tools free addon.
That way you'll be able to find and remap (and also disable) pretty much all you need.
You'll also notice that I've merely unticked the popup menu related to Armature mode since it would have been conflicting. Blender will not warn you of that nor will it unbind it automatically - it's up to the user to chose to either deactivate or fully remove conflicting keys. I personally never delete, always just untick - thus making it easy to revert if needed. This is also why I think it is better to create one's own keymap rather than using premade ones from random people online, as there is no way to know what they deactivated or deleted.
Good luck ! You're likely going to find the transition to be smoother than expected. If anything, 2.8 is actually a bit more cluttered than previous versions imho, with some elements being moved around for no good reason and some operations being just a tiny bit less responsive. But overall you'll be pleasantly surprised.
@pior Yeah, the keybinding setup really is quite amazing. I remember when I was first looking into Modo, and I found that option, and I was blown away, being able to reverse search. The outdated nature of Max really is quite extraordinary. Modo was my eye opener to that, for sure, and I may still use Modo for personal use if I can afford it. But hey, Blender is what we seem to be moving to, and it sure seems nice.
In addition to the Space to cycle option that you're after @musashidan, is there any way to change the Q, W, E, and R keys that you've found yet to choose those specific tools? That's one of the last big hurdles.
I'm actually making a document in addition to this as I go that's detailing the main differences I've found, especially in hotkeys, as hotkeys are one of the HARDEST things to get used to again. Alt + Q to toggle isolate was one of the best things ever in Max, and when I found that "local view" that's normally on the Numberpad / button, I was so stoked. It's toggle isolate, but even better! So in an excel sheet, I have the original max hotkey and the original blender hotkey that would correspond to it, as well as the new blender hotkey I'm assigning, plus the hotkey function that's being replaced, so I can go back and make sure they're all the same.
I'm really looking forward to learning it, and I'm VERY much looking forward to your video series, @musashidan!
I normally wouldn't double post, but this guys' excel sheet FAR destroys mine, and his work is so impressive, I just had to thank you for posting that link. I feel like that link should come with the freakin download to Blender. This is quite a bit nicer. I won't completely be going with his setup, as the camera navigation we may still want to have set to Max, and I'll still be completing my more technical analysis excel sheet, but this is an AMAZING baseline to go off of. Thank you.
Together with a friend I created a guide on how to easily adapt the navigation from Max to Blender.
he tutorial includes changing the camera navigation, selecting (shift to ctrl) and many other things.
Does not interfere with Blender's shortcuts! Allows you to use pivots when modeling.
I worked for Max myself for many years and for a few months I switched to Blender. Check out this guide because it's really worth it.
Are you tired of pressing B repeatedly to select an object? No problem, it works automatically in our guide.
NAVIGATION WORKS LIKE AT MAX! Loop, edge, vertex! Everything works as in Max. Grid, vertex, poly colors? They are also like Max Check it out because it's worth it https://www.youtube.com/watch?v=JwSO_RHibmQ