I assume this is the correct place to ask. I don't have a technical question or modeling problem right now. I was just thinking, what's Blender's standing like these days?I remember that it seemed to be mocked quite a bit in the past, and generally considered quite inferior. With things like the sculpt mode changes and EEVEE, UI changes and general improvements, I wondered if views have changed.
Yes, views have changed, the software hasn't. All the furor has disappeared. We got other stuff to worry about, and both sides have no time for fan boys or haters. I think folks are busy makin' stuff.
Generally yes, Blender is a very competent modeling package these days, I use it as well as several other artists I work with. I've switched off 3DS max completely, but still use Maya for work. The only real complaint myself and a lot of other people seem to have is the UV editor needing some love so it's less obtuse and quirky out-of-the-box. Add-ons somewhat solve it, but I would like to see Blender actually give it a pass like it has given other interfaces.
I suppose you could create a toggle for this option and map that onto a hotkey, put it into a sculpting pie menu or execute it as a script that runs when you activate sculpt mode as well as untoggle it again on exit?
If you activate 'Developer Extras' 'Python tooltips' from the 'Interface' page of the preferences you can see the python command for 'Orbit Around Selection'.
is there any way to "fix" the bool tool, or an addon with a properly working bool tool ?
the blender bool tool just makes a lot of mistakes, especially on more complex geometry and if i do the exact same bool in maya, with the same geometrys, i get perfect results
Do you have the same issue using the modifier? I only use the bool modifier with Exact solver, as long as self Intersection and Hole Tolerent is checked, I don't have any issues. Not using it often recently but usually on quite messy geometry like Text.
Is there any addon to traighten UV's that's not Textools or uvsquare? I think both of them started giving me bad results lately, they work like 50% of the time
lmao, maybe a saw it a some point and forgot about?, I pretty much only use unwrap and unwrap from view so I never really paid attention to the other stuff on the unrwap menu
Not that i know of. This would be against the design of the adjust last operation panel down left. Transform is already the next operation. And overrides the creation operation.
But the adjust last operation panel contains also a transform section when you create a primitive. Which you can adjust as long as you haven't started another operation.
Replies
I only use the bool modifier with Exact solver, as long as self Intersection and Hole Tolerent is checked, I don't have any issues.
Not using it often recently but usually on quite messy geometry like Text.
@Oaken Didn't know blender had this now
https://docs.blender.org/manual/en/2.83/modeling/meshes/editing/uv.html#follow-active-quads
But the adjust last operation panel contains also a transform section when you create a primitive. Which you can adjust as long as you haven't started another operation.
There are approaches that are less intuitive. You can use a GeometryNodes Modifier in the configuration below:
This allows you to adjust primitive specific features non-destructively. When you're looking to commit to your geometry, apply the modifier.