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  • another caveman
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    another caveman polycounter lvl 7
    I find it very difficult to work different meshes UVs at the same time. You got em all selected, say you want to work on your Second channel, only the last selected object will have its second channel edited, all the other selected objects will end up broken / editing UV channel 1.

    Any known work around for this?
    Thank you.


  • pior
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    pior high dynamic range
    @Blaizer : this all really comes down to setting up your inputs to replicate what you would like. I mean ... it's perfectly normal to not like any navigation/interaction scheme different from one's preferred one, so in that sense your question/approach is a bit backwards : of course it will feel odd an inefficient if you don't set it up the way you want it in the first place :D 

    Now practically speaking, my advice for that would be to first not worry at all about any of this and just using the app for about a week or so with everything default just for the sake of digging into the features, also messing around with the various settings and playing around with editing the keymap manually without worrying about breaking stuff (and you likely will). Then, starting fresh again (by wiping out the preferences folder in Roaming) and taking as long as you need to carefully set up viewport and interaction controls to be exactly the way you want them. And then keep on exploring from there.

    Here's an example on how to set this up manually (done with an older Blender version and replicating the Maya-style inputs but the concept still applies)

    https://youtu.be/12fqTUyDts0

    As for tablet use : well, here too I would say that this is a bit of a strange question. Of course it can be used with a tablet - just the same way every other program can be :D I personally constantly switch between mouse and stylus for both 2D and 3D and it works just as well in Blender as in any other app. So I would assume that here too this is just a matter of tweaking the inputs to what you'd like them to be - but only *after* spending some time with the defaults, because you will likely be very pleasantly surprised with some of the very clever interaction paradigms that Blender offers (gizmo free editing, off-hand manipulator line, 3D cursor, and so on).
  • Blaizer
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    Blaizer polycounter lvl 14
    @wilson66 I'm very customed since year 2006 (or earlier, dunno), to work only with a tablet or digital pen (Cintiq right now), and only with the sculpting tools of modo (since they appeared). I don't use a mouse for work, nor gizmos, just the pen tablet + a few shortcuts i created (i almost model without UI, just a custom viewport with flatness 120%).

    My workflow is similar to working in Zbrush + "Zmodeler next gen" --> Modo sculpt + better polygonal tools (what i call "polysculpt modelling").

    I wish i could select faces, edges and points in Blender Sculpt mode, edit the cage mesh/subdivision model and so on. For me, using blender right now it's like going back in time, decades, to my old days of Max and Maya. My whole workflow is totally broken using Blender, as in Max or Maya.

    @Pior I ended changing the keymap and navigation to something like Maya, like i did with 2.79 but worse, needing to change more keys than expected because it ends broking a lot. Blender 2.8 changed all, it's like a slap on the face.
    https://www.youtube.com/watch?v=Pb4UqxQormA

    I found that swithching to "alt", i was broking other key bindings involving the "alt" key such as "alt + middle mouse + mouse move" (to easily rotate to top and side views without touching the wheel gizmo).

    I really need to see what i can, and what i can't change. I restored all to default, and i'm with the Blender Manual studiying all the new features, improvements and changes. But i'm seeing that i won't use it for what i'm customed to do very fast, like modelling and uv mapping. Anyways, i like a lot Eevee and its render times.


  • pior
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    pior high dynamic range
    Well, if anything the fact that you are comfortable with Maya-style navigation is already good info. I was under the assumption that you were attempting to recreate some kind of default Modo paradigm with a lot of things specific to that - but Maya-style is indeed 100% possible. That's what I've been using with of course a number of personal edits on top and it really is great.

    As mentioned a few times I also personally rely very heavily on the 3D cursor for navigation, to precisely set the camera orbit center exactly where I want it. This is imho a great example of of Blender-only feature that a user hoping to replicate the input paradigm of another app wouldn't think of (I certainly didn't) yet it yields great benefits. Having perfect control on the way the camera behaves has a tremendous impact on flow/staying in the zone while working, and that seems to be exactly what you are are looking for.

    So yeah my recommendation would still be to keep playing around without fear of breaking things and with no expectations of results for a little longer - and then starting fresh again after about a month or so of indepth exploring. All the grievances you mention are imho non-issues once everything is setup to your likings.

    A practical example : many users seem to rely on the so-called "Specials" menu (previously W and now right click, if I remember correctly). That's something I personally never had any need for since there are other/faster ways to access these tools, so I had to take the time to disable the new 2.8 right click menu in all contexts to make way for what I use right click for (instant cursor placement on surface). It sure took a bit of time and could be seen as annoying, but it is also very easy to do thanks to the way the keymap editing screens gives access to everything.

     TLDR : I can confirm that the fluid workflow you describe is 100% possible :)
  • Dataday
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    Dataday polycounter lvl 7
    Blaizer said:


    Do you guys use Blender with a cintiq/Intuos for modelling? I do, and i'm having a hard time :angry:
    Its been fine on my end, though I use the official Industry Standard keymap option, which is basically a maya+modo like keymap. Mix it with pie menus and it works great!
  • Blaizer
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    Blaizer polycounter lvl 14
    The pie menus are good, but i still can't work like in modo. The middle mouse/wheel key for navigation makes impossible to use a cintiq in edit mode, just in sculpt mode. And it's totally different compared to modo, whereas the spacebar is "drop tool". How do i edit polygons in sculpt mode? the help Blender help is useless :(

    I want to work like i shown years ago in this video. ~30 min timelapse modelling, using the sculpt tools + modelling operations with key shortcuts.


  • tynew
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    tynew polycounter lvl 6
    @Blaizer
    I'm not sure if you can rebind the mouse stuff for Blender yet, but you could probably use a workaround. I'm pretty lazy so I just used a program called x-mouse button control and you can swap your mouse keys per program. Gave me a lot of relief changing the pan/rotate to rmb from mmb in max. 
  • Dataday
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    Dataday polycounter lvl 7
    Blaizer said:
    The pie menus are good, but i still can't work like in modo. The middle mouse/wheel key for navigation makes impossible to use a cintiq in edit mode, just in sculpt mode. And it's totally different compared to modo, whereas the spacebar is "drop tool". How do i edit polygons in sculpt mode? the help Blender help is useless :(

    I want to work like i shown years ago in this video. ~30 min timelapse modelling, using the sculpt tools + modelling operations with key shortcuts.

    I came from Modo as well. I am not sure what issue you are having exactly. Middle mouse works fine for me on a pen. I use the industry standard keymap (which you have to select from the properties or splash screen), and then Alt + pen tip for left click, alt + side pen button for middle and right clicks. No issues at all with navigation.

    It is true, that once you get used to dropping tools in Modo, it becomes hard to adjust to other applications that don't use that approach. In Blender you can edit tool or active tool properties but once you "drop" the tool by clicking onto something else not related to it then you cannot edit its parameters. In the lower left you will find a tool properties associated with the active tool. GUI wise its not ideal but its more of an annoyance than it is a game breaker.

    As for sculpt mode and edit mode, they are two different modes. I often flip between them by using the 1-3 key and the 5 key depending on component or sculpt. You can also toggle proportional editing to move components around without the sculpt tool. However yes, the two modes are completely separated, where as in Modo everything is technically consolidated.
  • Blaizer
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    Blaizer polycounter lvl 14
    Dataday said:
    As for sculpt mode and edit mode, they are two different modes. I often flip between them by using the 1-3 key and the 5 key depending on component or sculpt. You can also toggle proportional editing to move components around without the sculpt tool. However yes, the two modes are completely separated, where as in Modo everything is technically consolidated.
    That's my issue. Sculpt mode and Edit mode are totally different, like separated tools, and i can't use the sculpt tools with edit tools or viceversa. I can't do a simple bevel or extrude while sculpting (inflating polygons, pinching, etc.). In modo, i can do such simple things since luxology added sculpting features (back in 2006). I don't need to flip between modes in Modo, i have all things in a single viewport in full-screen mode. I don't like to go back to year 2005, with a maya or max mouse only workflow (edit mode).

    If you watch closely the video i posted, i'm sure you'll understand me better. I just use the sculpt brush for all, and a few keymappings. I had to record that video to explain the polysculpting modelling workflow.


  • pior
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    pior high dynamic range
    Well, that's precisely why I believe it is pointless (and dare I say counter-productive) to look at it that way. If the tools, workflows and default hotkeys were exactly the same as Modo ... it would be called Modo.

    Instead if you are curious about the app just dive in casually without expectations and explore/understand the systems fully for about 2 weeks to a month. A practical example : you seem to be getting stuck with the assumption that since Blender has two distinct modes for editing and sculpting, then that means that you cannot replicate your hybrid modeling/sculpting workflow (which imho is nothing unique really, and I don't mean it in a snarky way : I personally cannot understand how anyone could work on organic models any other way as this is objectively the best and most efficient approach).

    At the surface level this is of course true : Edit mode and Sculpt mode are separate. But in practice switching modes is probably just as fast as selecting the sculpt brush in Modo ; and switching mode + selecting the grab brush can be done in one sweep with a macro anyways.

    Of course it won't be behaving exactly like what you are used to, and even performance might differ - but that's an obvious as these are two different pieces of software.

    So yeah I honestly think you are looking at it from the wrong end, especially since you can very well use both apps in tandem for their respective strengths. If anything, you might not find exactly the workflow you want ... but you might be able to precisely document the things that you feel are missing, and these missing things could end up being implemented eventually based on your very own feedback. Think of it as an investment in the future evolution of the software.

    As for things like working in full screen mode with a stylus : as said, this is 100% possible since everything can be mapped to anything you want. The buttons/hotkeys might not be there by default but it is perfectly possible to assign hotkeys to anything you want using the keymap editor, or diving further by creating menus and macros for anything you want using PME (Pie Menu Editor, which is not just for Pie Menus but also for custom hotkeys/macros).
  • pior
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    pior high dynamic range
    On a different topic : does anyone know of any addon allowing to replicate the basic BoxCutter workflow (cutting in boolean shapes using rectangles/circles/polylines in screen space) but without all of the overhead of the recent versions BoxCutter ?

    The 2.8+ iterations of BC are as powerful as ever but the addon is becoming seriously bloated compared to what the tool once was (it has a UI button to "activate it" but no button to switch it off ; and it now has dozens of options and modes). It is reaching a point where I have to constantly disable/enable the add-on for it not to get in the way and that defeats the whole purpose. I've tried a few other ones but I would welcome any suggestion. Thanks !
  • xrg
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    xrg polycounter lvl 8
    In the default keymap the W key can "drop tool." I don't know how easy/difficult it would be to switch it to spacebar, since I rarely edit keybindings. I also don't know if the Industry Compatible keymap has anything similar.
  • LuisCherubini
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    LuisCherubini greentooth
    pior said:
    The 2.8+ iterations of BC are as powerful as ever but the addon is becoming seriously bloated compared to what the tool once was (it has a UI button to "activate it" but no button to switch it off ; and it now has dozens of options and modes). It is reaching a point where I have to constantly disable/enable the add-on for it not to get in the way and that defeats the whole purpose. I've tried a few other ones but I would welcome any suggestion.

     I feel you on that. I find surface snapping behavior enabled by default to be less consistent than simple screen-space orientation for cutting... 
  • Blaizer
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    Blaizer polycounter lvl 14
    pior said:
    Well, that's precisely why I believe it is pointless (and dare I say counter-productive) to look at it that way. If the tools, workflows and default hotkeys were exactly the same as Modo ... it would be called Modo.
    Pior, Pixologic added to Zbrush the Zmodeler "brush", "subdivision surface modelling in Zbrush", and Zbrush it's not called "Modo" precisely. They saved us a lot of time adding features we already have in Modo or Max.

    Once you are customed to work with a tablet pencil, using a mouse is like something really primitive, not evolved and not efficient for me (for god's sake, we are in the end of 2019!). I tried "Alt" key combinations for viewport navigation because: 1 - it's like the standard (Maya) and 2 - it's a good choice using a tablet or Cintiq. Not because we use the "alt" key in Modo. 

    Believe me, when i discovered the possibilities of polysculpting modelling, i said to myself: i won't go back. Going back to the old and prehistoric modelling methods would be really counter-productive in my opinion.

    And you may believe it's pointless, it's just your opinion. But for me, is totally the contrary as you can see clearly in the video i posted (working in expert mode).

    In any case, being able to use Blender sculpt tools in edit mode would be a better functionality, and nothing counter-productive. Not all people use the sculpt tools for modelling in modo, and less, the procedural tools or the hundreds of feautures packed within the app. But they are there.

    Switching modes is not an option for me. Like i said, if i can't do a simple extrude or bevel while sculpting, the tool mode is useless for me. I was hoping to see a workaround, but it's impossible right now in version 2.8. 

    I gave blender a few weeks and a whole month, and i already know its flaws very well. It can't be used for serious subdivision modelling like Modo, Max or Maya. I don't understand why the perfomance is so horrible compared to ver. 2.79 (and it was terrible aswell, very slow). I only hope they solve at least the horrible viewport perfomance in version 2.82.

    Anyways, like i said, Eevee is the deal for me. I only take that from blender. 
  • pior
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    pior high dynamic range
    Hehe by "counter-productive" I wasn't referring to the details of the workflow you describe - as said, combining modeling and sculpting is indeed the most productive way to work on organic hero assets and it boggles my mind that some artists might not be doing that.

    What I was referring to is the expectation of finding exact equivalents tools/UX/workflow from one app to the next - that's just not the way these things work. Of course some evangelist fanboys will tell you that "you can do everything you need in this or that program" but you know very well that's never the case, so imho it is indeed pointless to go in hoping to exactly replicate a workflow from a different app. What you'll find will be sometimes worse, sometimes better - basically different.

    And again the remarks on mouse vs stylus input are a irrelevant since this is just a matter of mapping what you want to what you want.

    Lastly on performance : indeed it is far from great in some circumstances. Some aspects are getting way better (the custom 2.8 sculpt branch is mindblowing for raw sculpting), and some are still behind the times (editing geo of dense subdiv models not relying on marked bevels can be less than smooth). That's precisely where people like you can make the software better, by precisely documenting the issues and reporting them. Otherwise what's the point ?
  • Justo
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    Justo interpolator
    Hey fellas, here's an idea / request for boolean visibility. 

    I use a simple toggle wires script to toggle the wireframe of the objects in my viewport on/off. However, I'd like to take this a step further: to any cutters visible in the scene (regular geo with its display type set to WIRE), make them vanish on/off too. 



    I believe the quickest way would be to toggle the Show in Viewport property of cutter objects (bpy.context.object.hide_viewport = NOT bpy.context.object.hide_viewport), and the way to identify which objects would be by searching the ones with its Display type set to WIRE. Is this a smart and fast way to achieve this? Does anyone know how to smartly & efficiently do this without making the script take a heavy performance toll?

    This is the simple script I use:

        def wire_toggle(self, context):
            if context.space_data.overlay.show_wireframes:
                context.space_data.overlay.show_wireframes = False
            else:
                context.space_data.overlay.show_wireframes = True
    
        def execute(self, context):
            self.wire_toggle(context)
            return{'FINISHED'}
  • LuisCherubini
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    LuisCherubini greentooth
    I want to see better examples of this, particularly with non-square extrusions and rounded geometry, it does seem promising!

  • ant1fact
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    ant1fact polycounter lvl 7
    pior said:
    On a different topic : does anyone know of any addon allowing to replicate the basic BoxCutter workflow (cutting in boolean shapes using rectangles/circles/polylines in screen space) but without all of the overhead of the recent versions BoxCutter ?

    The 2.8+ iterations of BC are as powerful as ever but the addon is becoming seriously bloated compared to what the tool once was (it has a UI button to "activate it" but no button to switch it off ; and it now has dozens of options and modes). It is reaching a point where I have to constantly disable/enable the add-on for it not to get in the way and that defeats the whole purpose. I've tried a few other ones but I would welcome any suggestion. Thanks !
    There is the built-in Carver addon, you need to enable it first
  • musashidan
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    musashidan high dynamic range
    Blaizer said:

    Believe me, when i discovered the possibilities of polysculpting modelling, i said to myself: i won't go back. Going back to the old and prehistoric modelling methods would be really counter-productive in my opinion.

    Well, what you're calling Polysculpting is just regular sub-d modeling with the addition of some sculpting brushes. I've been doing this for years in Max, but didn't feel the need to name it as it is nothing special. I'm not knocking your workflow, it's great that it's working so well for you, but you're completely dismissing it in Blender because you have to press a hotkey to jump between sculpt/edit. I agree, it's disappointing that the basic sculpt tools(especially grab/smooth) are not available in Edit Mode, but that's how it works so I don't mind pressing a hotkey(something I do 100s of times every day non-stop while working) to avail of those extra tools and that workflow.

    As for your issues with your Wacom, I really don't understand this at all. From day one in Blender I've been using a Maya nav setup, and just last week I set my nav to Zbrush Right-Click nav as I started experimenting with Blender's sculpting tools. Just remap your Wacom properties per-app. Simple.
  • musashidan
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    musashidan high dynamic range
    @Pior Have you tried Fluent? Dev recently added some nice features, but that may be part of your problem. :)

    Hopefully Pablo adds the Blueprint tool he was working on a while back.


  • Justo
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    Justo interpolator
    @musashidan That looks very much like BoxCutter, no?
  • musashidan
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    musashidan high dynamic range
    Justo said:
    @musashidan That looks very much like BoxCutter, no?
    It's the Blueprint tool that Pablo Dobarro was working on as part of his sculpting development. It should be committed at some stage.
  • Blaizer
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    Blaizer polycounter lvl 14
    Well, what you're calling Polysculpting is just regular sub-d modeling with the addition of some sculpting brushes. I've been doing this for years in Max, but didn't feel the need to name it as it is nothing special. I'm not knocking your workflow, it's great that it's working so well for you, but you're completely dismissing it in Blender because you have to press a hotkey to jump between sculpt/edit. I agree, it's disappointing that the basic sculpt tools(especially grab/smooth) are not available in Edit Mode, but that's how it works so I don't mind pressing a hotkey(something I do 100s of times every day non-stop while working) to avail of those extra tools and that workflow.
    "just regular sub-d modeling with some sculpting brushes"? seriously o.0? did you think well what you said? what a way to belittle! envy maybe?

    If you really were doing things like that in Max, you would not be saying such things. Lies, that's all. 

    It seems you don't use/know modo, that's sure at 10000%. Heh, "regular sub-d modeling and some sculpting brushes". You make me smile.

    About the edit mode you say me: "but that's how it works". Sorry, but is not valid for me because i'm not a conformist. If i can't adapt the software to me, i say: "bye bye, there are 100 times better options". Blender may be free, but it doen't reach the level of productivity and efficiency i'm customed with.

    And I'm not dismissing anything. If i can't do a fucking bevel while pinching, inflating, carving, etc. then, Blender doesn't serve me for modelling, hard surfaces or organic, whatever. It's as simple as that. You don't need to complicate things unnecessarily.

    I remapped the keys to a Maya style, i modified the modelling tools with a bunch of add-ons and keymaps, and i tried several combinations more, in order to have a better workflow. But i didn't end with something comfortable, without broking other aspects of the program i really liked. I invested too much time for nothing.

    Furthermore, for my wacom digital pen i use a keymap i won't change for Blender, not for anything. I did hundreds of changes in modo, and i didn't need to touch my wacom properties/key maps.
  • Jakro
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    Jakro greentooth
    Setting up UVing macros  for quicker working. Hitting x on a face straightens the island and pins verts. 


  • musashidan
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    musashidan high dynamic range
    Blaizer said:

    "just regular sub-d modeling with some sculpting brushes"? seriously o.0? did you think well what you said? what a way to belittle! envy maybe?

    If you really were doing things like that in Max, you would not be saying such things. Lies, that's all. 

    It seems you don't use/know modo, that's sure at 10000%. Heh, "regular sub-d modeling and some sculpting brushes". You make me smile.


    Furthermore, for my wacom digital pen i use a keymap i won't change for Blender, not for anything. I did hundreds of changes in modo, and i didn't need to touch my wacom properties/key maps.
    Yeah, mate, that's it, I'm envious..... grow up for fuck sake. I watched your video and what I see is sub-d modeling with the use of sculpting brushes to add a freeform element. If there's more to it then I'd love to hear about it. I love seeing new workflows. I'll put your rudeness and arrogance down to a language barrier thing. ¿Vale?

    Yes, we all love our custom set ups and workflows that we're used to. It can be hard to leave that behind and start again. We all get that. We all sympathise. No need to get your knickers in twist. I've been using Max for 15 years, customised to the limits. I tried Blender 2.80. I fell in love. I decided that even though it was going to be hard at first to adopt a new workflow, I thought it was worth it. The workflow still isn't there yet. It's a work in progress, but that's to be expected - going from a program you know inside out and with your eyes closed to a program that you know nothing about. I didn't expect it to be an effortless transition, but I persevered. Welcome to the wonderful world of 3D.

    You don't want to change your Wacom? That's your decision. Nobody is insisting. Maybe learning Blender isn't for you. Stay in Modo if the thoughts of Blender are leading to aggressive behaviour. It's probably best for your health. It's not worth bursting a blood vessel over. Tranquilo, mi amigo.



  • tynew
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    tynew polycounter lvl 6
    @musashidan
    You were quite a max evangelist for some time, so I'm wondering from your perspective what made you decide to make the switch/learn to Blender?
  • musashidan
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    musashidan high dynamic range
    tynew said:
    @musashidan
    You were quite a max evangelist for some time, so I'm wondering from your perspective what made you decide to make the switch/learn to Blender?
    I haven't made the switch. I'm still on Max day to day for work. Still on the Max beta. Initially, I decided to learn Blender for 2 reasons: baking the bevel shader to normal maps, and look dev of MikkT baked assets.

    However, I soon became addicted and have been exploring it more and more. Also, being on the Max beta for the last few years has been disappointing in some ways and 2.80 just felt like a very exciting prospect for the future of where things might go in the next few years. Then we saw the Epic news, the Embark Studios story, and just recently, we heard that Ubisoft AAA - one of the most hardcore Max studios and standard bearers since their founding in the 1990s - are migrating their pipeline to a Blender/Houdini workflow. This was huge for me and was pretty much a deciding factor(on top of Epic/Embark/Nvidia/etc) in why I see Blender playing a significant role in the games industry in the coming years. FOMO is real!! :D
  • RN
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    RN polycounter
    Justo said:
    I believe the quickest way would be to toggle the Show in Viewport property of cutter objects (bpy.context.object.hide_viewport = NOT bpy.context.object.hide_viewport), and the way to identify which objects would be by searching the ones with its Display type set to WIRE. Is this a smart and fast way to achieve this? Does anyone know how to smartly & efficiently do this without making the script take a heavy performance toll?
    @Justo Looping through all objects in the scene should be extremely fast, you can do it with hundreds and not notice a pause.
    I'd need to confirm this again, but I think an alternative way to hide objects would be to make a collection, disable its visibility, then add objects to it by script. You can then toggle the collection visibility as needed (provided one or more objects aren't hidden on other collections, since that hidden state should take priority).

    bpy.data.collections['AllCutters']
    ...
    cutterCollection.objects.link(bpy.context.active_object) # Add object to the cutter collection.
    ...
    cutterCollection.hide_viewport = not cutterCollection.hide_viewport

    cutterCollection =

  • RN
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    RN polycounter
    @Blaizer maybe I missed something, but if you're in Edit mode and then switch to Sculpt mode, the Tab key becomes a toggle between these two modes. You can easily swap between poly-editing in Edit mode and then Tab > start brushing the form.
    You use this a lot when making a character.

    The cost of switching in and out of Sculpt mode in this case becomes a single press of Tab, just as if it were another tool in Edit mode (it's not, but if feels like it).
  • Blaizer
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    Blaizer polycounter lvl 14
    Yeah, mate, that's it, I'm envious..... grow up for fuck sake. I watched your video and what I see is sub-d modeling with the use of sculpting brushes to add a freeform element. If there's more to it then I'd love to hear about it. I love seeing new workflows. I'll put your rudeness and arrogance down to a language barrier thing. ¿Vale?

    Yes, we all love our custom set ups and workflows that we're used to. It can be hard to leave that behind and start again. We all get that. We all sympathise. No need to get your knickers in twist. I've been using Max for 15 years, customised to the limits. I tried Blender 2.80. I fell in love. I decided that even though it was going to be hard at first to adopt a new workflow, I thought it was worth it. The workflow still isn't there yet. It's a work in progress, but that's to be expected - going from a program you know inside out and with your eyes closed to a program that you know nothing about. I didn't expect it to be an effortless transition, but I persevered. Welcome to the wonderful world of 3D.
    Nice ad hominem man, and you dare to call me "arrogant" when i was being objetive, showing a video with a different workflow i was trying to adapt in some way into blender. Relax.

    You only see trees in the forest my friend. This love of yours with Blender have you really blind. That's the bad thing of forums, some people like you take all said words with ill will, animosity, and later.. they reply in a toxic and offensive way. You shouldn't be bothered if i say that i model in a easiest and fastest way in modo, you shouldn't debate/discuss me anything personal. First of all, for respect, something you lack heavily. So, passing on.

    RN said:
    @Blaizer maybe I missed something, but if you're in Edit mode and then switch to Sculpt mode, the Tab key becomes a toggle between these two modes. You can easily swap between poly-editing in Edit mode and then Tab > start brushing the form.
    You use this a lot when making a character.

    The cost of switching in and out of Sculpt mode in this case becomes a single press of Tab, just as if it were another tool in Edit mode (it's not, but if feels like it).

    Thanks for the concern @RN, but switching modes didn't help me at all using my Cintiq. And that's the main problem, Blender 2.8 is designed to be used with a mouse and its middle button/wheel. Any important change in the keymap will mess the other keymaps like a nuclear bomb.

    I just want to use the pencil brushes to move, and edit like inflating or pinching, not the gizmos. I also wanted to be able to press a keymap/shortcut and do a simple bevel in sculptmode, like i do in Modo, but it's impossible, because we can't select the different elements such as polygons or edges.

    pior said:
     TLDR : I can confirm that the fluid workflow you describe is 100% possible :)
    But Pior said that, and later, other users said the contrary.

    It should not be a problem, because the workflow is very very simple, and Blender has all the tools there. But it seems like Blender 2.8 can't do what i'm doing since year 2006. The actual Blender is for me like "to paint an illustration without tablet, just a mouse", it's like going back to year 2000. I tried it hard with Blender, very hard, but i'm doing things in a much better way, much faster and with 1000% more perfomance in Modo (and Modo is not precisely the best user friendly app in the world).


  • rollin
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    rollin interpolator
    @Blazier @musashidan you might want to move this into pm? This starts to 'drift' if you know what I mean...
    @RN haven't had time to test you advice yet but sounds nice and I'll come back to it. thx!
  • Justo
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    Justo interpolator
    @Blaizer chill dude, it was you who started belittling musashidan and using a condescending attitude. When you accuse others of being envious, saying it's lies all lies and using f-bombs, people are going to start ignoring you and think less of you. La manera en la que nos comunicamos puede afectar mucho a otras personas Alberto.

    @RN That's it! I use HOps so all cutters are actually automatically sent already to a collection, so I should be able to only hide that. Thanks for the idea. Curiously enough, I notice that Blender allows the same object to be present multiple times inside the Outliner - inside a collection for example, and outside too. This causes problems with hiding objects, because if they are also present outside the collection, they will not be turned invisible. I know 2.81 did some changes to how Collections and Outliner works - was this addressed, or can objects still be present multiple times in Blender's newest version?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @Justo I think that is done deliberately. I remember reading something that you can link objects to collections, to have them exist in multiple.
  • Blaizer
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    Blaizer polycounter lvl 14
    @Justo I didn't start anything. It was him who started belittling a modelling workflow he doesn't know of, adding adjetives such as "regular" to belittle all, and being really arrogant with this phrase: "I've been doing this for years in Max" when we all know is FALSE.

    I had to say much more about the workflow i use, "polysculpting modelling" (he was upset with the name aswell), but with things like this.. he can go and figure it by himself.

    Pues sí, a mi me afectó la manara en la que me respondió. A eso se le llama pura soberbia.

    @rollin Sorry man. I don't pretend to derail the thread. But i can't stand when someone starts doing nonsense personal attacks, and moreover, when others opinions are not of their liking. That's fanatism. Anyways, i won't reply anymore about the workflow Blender is unable to use.




  • Justo
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    Justo interpolator
    @f1r3w4rr10r Ahh I see.

    Okay then, the script is working now, iterating through all objects in a scene. 

    for obj in bpy.context.scene.objects: 
        if obj.type == 'MESH' and obj.display_type == 'WIRE': 
            obj.hide_viewport = True

    If anyone knows how to iterate through objects inside a collection though, I'd super appreciate it if they could drop the knowledge.
  • musashidan
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    musashidan high dynamic range
    @Blaizer Mate, I don't know what your problem is, but you should reread the posts. Your attitude is a disgrace. I don't have much time to come on here these days and I'm not going to waste any more of it on the likes of you. I've made close to 4000 replies on here, always to help people when I can, and funnily enough, I actually commended your use of workflow and asked for further explanation that I might be missing, agreed with you on the edit mode switching, and advised that remapping the Wacom has worked for me. I didn't 'belittle' anything. I merely stated - having actually taken time to watch the video you posted - that I didn't see anything special in your workflow that I haven't seen or done before. That's it. Your response was(and still is) to hurl abuse, insults, and accuse me of nonsense in the most childish of ways. I reiterate: grow up, mate. This forum is supposed to be a place of respect and respite from all the usual arsehole behaviour that we already have plenty of on other social media outlets.

    @RN sorry mate, that's it. I'm finished.
  • Justo
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    Justo interpolator
    I got it!

    for obj in bpy.data.collections["Cutters"].all_objects:
        if obj.type == 'MESH' and obj.display_type == 'WIRE': 
            obj.hide_viewport = False
    Problem solved <3
  • Blaizer
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    Blaizer polycounter lvl 14
    @musashidan i could say the same as you, and much more things, but i pass. Right now, you are playing the role of the "victim" because you didn't measure your words. I'm customed to read toxic replies like yours, and i won't fall for provocations, so i won't waste more time in something i think is ended. Just keep using what you think is the best for you, and that's all. Blender is not good for me. End of discussion.

    Have a nice day.
  • Zablorg
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    Zablorg polycounter lvl 4
    How do different objects with the Eevee node 'RGB from Shader' interact with other in a scene?

    It would seem that to derive the color, Eevee has to get the results of a preceding shader- but the result of that preceding shader requires the light reflected from other objects to be assessed, and if those objects have the same material applied, the light they are reflecting is the output of another 'RGB from Shader', which depends on the reflected light from the first object. Seems infinitely recursive.
  • wirrexx
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    wirrexx interpolator
    Guys, i am quite new to blender 2.8, coming from max, is there a way to match my camera to a reference?
  • Justo
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    Justo interpolator
    wirrexx said:
    Guys, i am quite new to blender 2.8, coming from max, is there a way to match my camera to a reference?
    Just get into fSpy. :) It's free, and it's way better than the tools I used in Max!

    ---

    Hey uhh, so about the script I was using to hide booleans...If I iterate through the collection with:

    for obj in bpy.data.collections["Cutters"].all_objects:


    It crashes often. Specially if I execute the script in quick succession. However if I iterate through all the objects in the scene, like with:

    for obj in bpy.context.scene.objects:


    This problem doesnt occur. Does anyone know why this may be happening?
  • rollin
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    rollin interpolator
    +1 for @Justo just ignoring the above and keeping posting helpful stuff ^^

    Edit: "crash" means bug.. That means it's not the fault of your script. I loop objects in collections the same way but not in fast succession and it didn't crashed once (2.80)
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    Yeah +1 to @Justo.

    Also you might want to run Blender from the command prompt. That way you can still see any messages and then try to reproduce the crash.
  • ant1fact
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    ant1fact polycounter lvl 7
    Yeah +1 to @Justo.

    Also you might want to run Blender from the command prompt. That way you can still see any messages and then try to reproduce the crash.
    Quick note on this: running from command line is only needed under Linux. In Windows you can just toggle the system console from Blender itself
  • Justo
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    Justo interpolator
    So...two features of Blender I feel should be added as soon as possible to make Blender a more industry-friendly app:

    Decouple XRay from Limit Selection to Visible (there is also an extensive feedback thread with reports from users who've worked with Blender for a lot longer than I):
    https://blender.community/c/rightclickselect/G6bbbc/

    Grow/Shrink along Loop & Ring:
    https://blender.community/c/rightclickselect/zXcbbc/

    These are 101 basics guys. Blender shouldn't handhold users to select things they can't see, but instead open the gates to let users decide what selection style they want to choose. Likewise, growing/shrinking along loops and rings is an essential to modeling all other DCC poly-modeling-focused apps own. Please give those tickets a vote!
  • RN
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    RN polycounter
    Blaizer said:
    And that's the main problem, Blender 2.8 is designed to be used with a mouse and its middle button/wheel.
    @Blaizer Have a look at the Emulate 3 Button Mouse option, maybe it helps.
    ant1fact said:
    Quick note on this: running from command line is only needed under Linux. In Windows you can just toggle the system console from Blender itself
    This thing that @f1r3w4rr10r suggested with opening a command prompt and starting Blender from that, on Windows, is the only way to catch the error message when you're dealing with fatal crashes from your scripts (when Blender closes to desktop with no warning), since the terminal stays open for you to read the error output. You do this in these cases because the toggable system console will close before you can read it lol

    @Justo so I tried here, hiding a collection by script doesn't hide its objects. But then I noticed pressing 1, 2, 3 ... 9, 0, while holding Shift will toggle the visibility of the collection and its objects, so maybe a script isn't needed? You'd put all cutter objects in the same collection and press Shift + number-that-represents-that-collection.

  • ant1fact
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    ant1fact polycounter lvl 7
    @RN ah you're right
  • Blaizer
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    Blaizer polycounter lvl 14
    RN said:
    @Blaizer Have a look at the Emulate 3 Button Mouse option, maybe it helps.
    Thanks man. It works fine with Blender factory default keymaps, but not with "industry compatible" keymaps or custom ones. I needed to revert all, but no problem. I can use now the viewport navigation using the "alt" key with the digital pen without issues, but it brokes selection loops.

    Rotate - Alt-LMB

    It's not written in Blender manual but:

    Pan - Shift+Alt-LMB
    Zoom - Ctrl+Alt-LMB

    "Pan shortcut" is Zoom in Modo and viceversa, but it doesn't matter. I need to re-remap some shortcuts and save a file.


  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    Justo said:
    So...two features of Blender I feel should be added as soon as possible to make Blender a more industry-friendly app:

    Decouple XRay from Limit Selection to Visible (there is also an extensive feedback thread with reports from users who've worked with Blender for a lot longer than I):
    https://blender.community/c/rightclickselect/G6bbbc/
    Wow I use that so rarely, I didn't even notice it was changed in 2.8. But yeah everything that expands user options is a plus to me.
    Justo said:
    And you will also get a vote from me for this one.
    RN said:
    @Justo so I tried here, hiding a collection by script doesn't hide its objects. But then I noticed pressing 1, 2, 3 ... 9, 0, while holding Shift will toggle the visibility of the collection and its objects, so maybe a script isn't needed? You'd put all cutter objects in the same collection and press Shift + number-that-represents-that-collection.

    This is the only thing in the Blender default keybinds I have changed so far. It annoyed me to no end, that when I am in object mode and think I am in edit mode, I press 1, 2 or 3 to change selection modes, but instead hide everything except collection 1, 2 or 3. Now those do nothing anymore in object mode.
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