been messing around with blender a bit more and ended up switching the navigation control's more to my liking with a alt centric setup but hit one stump as a result i had to rebind select edge loop which i want to put on left doable click but it wont let me use that even know it shows as a available input for the command, middle doable click works but left or right doesn't.
been messing around with blender a bit more and ended up switching the navigation control's more to my liking with a alt centric setup but hit one stump as a result i had to rebind select edge loop which i want to put on left doable click but it wont let me use that even know it shows as a available input for the command, middle doable click works but left or right doesn't.
any ideas to get around this.
Remap the 3d cursor from Action Mouse to something else and it should work ok
Type set 3d cursor in the prefs input search and it will find the correct field.
Remap the 3d cursor from Action Mouse to something else and it should work ok
Type set 3d cursor in the prefs input search and it will find the correct field.
thanks i actually had select on LMB which was set to press, so i just switched that to click and and my double click bind for edge loops works now.
now i don't need to fight so much muscle memory when going between silo and blender. still keeping the tools the same on the 2 apps since they work so differently but having similar navigation and selection helps alot.
yep, his tools are what blender really is missing
btw, if create a new 3d coordinate system along a plane or edge, is there a way to use shortcuts like move on x axis in the new created coordinate system ?
you can use the widgets, and they work, but if you use shortcuts like "move on x (g + x)" it uses the old global coordinate system
either its a bug or i don´t see the advantage from that, since you can easily switch back to global anytime if you need to
yea, the shortcuts are for the global coordinates only. Its always worked like this, even in 2.4x series. I doubt its a bug but it might be worth submitting anyway to see what they say
You can still input values for other directions but you have to click the axis on the widget first and then enter the number
In other news, LoopTools is now in the official release (as of 2.57 RC2)
the other thing i love about blender is when i watch a video like this that shows me a better way to do something i thought i knew how to do in blender.
wth, who knew there was a button to visualize stretch in a uvmap?!?
the other thing i love about blender is when i watch a video like this that shows me a better way to do something i thought i knew how to do in blender.
wth, who knew there was a button to visualize stretch in a uvmap?!?
That feature has been around since Apricot i think...something around there
Nice vid btw. Live unwrap isnt something i have ever really looked into with major scrutiny but its interesting enough for me to check it out again i think.
yep, his tools are what blender really is missing
btw, if create a new 3d coordinate system along a plane or edge, is there a way to use shortcuts like move on x axis in the new created coordinate system ?
you can use the widgets, and they work, but if you use shortcuts like "move on x (g + x)" it uses the old global coordinate system
either its a bug or i don´t see the advantage from that, since you can easily switch back to global anytime if you need to
Can't you still press the axis key twice (i.e. g>x>x) to move along the normals?
i agree, i was more blown away that i never knew about ctrl clicking for seams, and also the uv stretch vis.
live unwrap is neato but not necessary
also double tapping on axis does switch to normal mode, i wish there was a triple tap so you could go to user defined transform orientation mode though!
That feature has been around since Apricot i think...something around there
Nice vid btw. Live unwrap isnt something i have ever really looked into with major scrutiny but its interesting enough for me to check it out again i think.
Can't you still press the axis key twice (i.e. g>x>x) to move along the normals?
works, thx
this makes things a little bit faster, i hate fondling with the widgets
i have the feeling that blender has a bazillion features only a hand full of chosen ones know of.
also iam stupid and forget alot of stuff, so maybe its just me reinventing the wheel every day (at least this give´s me some satisfaction, hah !)
Not entirely sure if this is what you guys are talking about, but this will allow you to use g+x+x (or any other combo) for any orientation whatsoever.
0. Make some selection (I will often build an empty for this purpose)
1. Create a custom orientation from that selection
2. select that orientation from the orientation menu
3. use that orientation as if it's local!
I most often model with my orientation set to normal, especially with organic stuff.
Hopefully that helps. Also, that UV stuff looks wonderful. And to Super Happy Cow's point, you can do the same selection between two faces in Maya (shift+click maybe?), but I don't remember how exactly :poly124:
I wonder if there's any chance of getting tools that allow you to edit multiple components independently at the same time, ie, select multiple faces or edges, then scale them respective to the localized, isolated selections.
Do you mean like this?
If so, change the pivot point to "individual origins" (the default is "median point" i think)
Hopefully That should do what you are looking for
How do you move a face(s) along it's own normal? (ie. inflate). I've been faffing around trying to do that for awhile like it worked in Silo but no luck.
To scale along the normals you would use Alt+S or you can use Solidify/Solidify modifier, if you want a more accurate result.
If you want to move a face along its normal, change the Transform Orientation to Normal and then use the Widget or double tap the key for the direction you want to move in.
It's under the Orientation menu. Local, Global, View and Normal. If you select normal when you move something you have to tap the axis you're locking to twice to move that component along it's normal.
Thats exactly what i said :P
Hover over the button and you will see a pop up that says "Transform Orientation"
You know what's freaking weird? I've tried that numerious times, and campe to the conclusion that it only worked in Object mode, cause it certainly didn't in edit mode, weird.
But mostly what I'm referring to is being able to edit components like max. That selection thing, on the other hand, is really sweet.
Do you a picture example of this in Max, that i can take a look at?
Also, you can't slide or delete multiple edge loops at once. Very bad. : [
Yea, I think thats a throwback from the ancient mesh code which is 15 yrs old or something silly.
BMesh will fix that though...when it gets finished that is :P
That sort of thing is has always been the main problem I have with modeling in Blender. I can't even figure out how to select two verts and cut and edge into the quad - having to select bits of a ring, do 'subdivide' on them and merge the results is kind of an oblong process.
I probably just don't know all the tools. There is a lot of stuff I DO like about Blender, though, and I'm easing into it more and more almost every day. While I think it can certainly already "compete," it is getting better.
Ngon support and not having to select edges to use the knife tool, and being able to connect verts (so it functions more like maya/silo) are probably the main things I'd like. The move along normals working better would be nice too.
Regardless, I'm aiming to pull my thumb out and dive back into Blender for some hardcore modeling in the near future.
Any news on Bmesh? I look occasionally on the forum but there never seems to be a hint of when it will be done.
Joseph is a very skilled coder, but his health isnt that good so everything takes longer than it would normally if he was well. He did a really good job on VBO's though
Does anybody know how much RAM blender can utilize in a 64bit environment? I was wonder if it was limited like Zbrush.
ZBrush is only a 32bit app iirc, and that was why its limited. Blender is fully 64bit (as long as you install the 64bit version), so you can use as much as you have.
ZBrush is only a 32bit app iirc, and that was why its limited. Blender is fully 64bit (as long as you install the 64bit version), so you can use as much as you have.
So essentially, Blender can push as many polygons as the RAM, CPU, and GPU can handle? That's excellent. It sounds like Blender has a technical advantage over Zbrush for the moment. Personally, I find Blender's sculpting system easier to comprehend better than Zbrush's, but that's just me. Oh, I wish I had the cash to increase my RAM. I have 4 GB now, but I wish I could bump it up to 16 GB!
@Vrav: do you mean triangulation? Use ctrl+t, and in your edge specials (ctrl+e) you can rotate the edge if it triangulates the wrong way.
@Mongrelman: yeah, the knife tool has been a common complaint, but you can merge verts like Maya etc. if you turn on Automerge Editing and set your Snap Type to Vertices. THen by holding ctrl at any time you can weld your verts.
So essentially, Blender can push as many polygons as the RAM, CPU, and GPU can handle? That's excellent. It sounds like Blender has a technical advantage over Zbrush for the moment. Personally, I find Blender's sculpting system easier to comprehend better than Zbrush's, but that's just me. Oh, I wish I had the cash to increase my RAM. I have 4 GB now, but I wish I could bump it up to 16 GB!
Yea pretty much
It cant handle as many polys as ZBrush but its cool none the less
Yay! My days of single-layer 3D painting are soon to be over!
...when 2.58 comes out. I hate 2.57's UI, not because I can't 'get used to it', but it sucks for 4:3 screens and you still can't remove the left panel. It's pretty amusing that the basic ability to join UI panes was added late around 2.56.
Right now I crudely make layers by duplicating the mesh and setting it to a different texture with 0.0 alpha
Yay! My days of single-layer 3D painting are soon to be over!
...when 2.58 comes out. I hate 2.57's UI, not because I can't 'get used to it', but it sucks for 4:3 screens and you still can't remove the left panel. It's pretty amusing that the basic ability to join UI panes was added late around 2.56.
Right now I crudely make layers by duplicating the mesh and setting it to a different texture with 0.0 alpha
Remove the left panel? The tool panel? That's easy, press T while hovering over the viewport.
Really? I have 4 GB and Blender will give me over 6 million polys before things get too slow. I'm also using a Radeon 5770 1GB.
Wait no, I was wrong. I can do 25 million.
Yea ZBrush owns polys. Pixologic reckon that you can get up to 1 Billion polys with HD Geometry.
I think the most i have ever pushed in non HD mode was 50 or 60 million though, and with subtools performance wasn't a problem
With each subtool you can use the maximum amount of polys your PC can handle, so if thats 10 million polys and you have 20 subtools, it would be 200 million total. Im not sure if there is a limit on the amount of subtools you can have.
Replies
any ideas to get around this.
Remap the 3d cursor from Action Mouse to something else and it should work ok
Type set 3d cursor in the prefs input search and it will find the correct field.
That is nice! Blender is just full of surprises.
thanks i actually had select on LMB which was set to press, so i just switched that to click and and my double click bind for edge loops works now.
now i don't need to fight so much muscle memory when going between silo and blender. still keeping the tools the same on the 2 apps since they work so differently but having similar navigation and selection helps alot.
http://vimeo.com/18835603
http://download.blender.org/release/Blender2.57/
First non Beta ^^
I love that add on!
now something similar for blender !
http://vimeo.com/20659756
https://sites.google.com/site/bartiuscrouch/looptools
[ame="http://www.youtube.com/watch?v=VEM9GuEMla8"]http://www.youtube.com/watch?v=VEM9GuEMla8[/ame]
Well Bart Crouch (the same guy who did loop tools) has released a similar add-on for Blender in short order.
http://vimeo.com/20659756
Available here: https://sites.google.com/site/bartiuscrouch/scripts/motion_trail
Also, 2.57RC2 is out guys and there is talk about a release this week too
http://download.blender.org/release/Blender2.57/
http://lists.blender.org/pipermail/bf-committers/2011-April/031417.html
btw, if create a new 3d coordinate system along a plane or edge, is there a way to use shortcuts like move on x axis in the new created coordinate system ?
you can use the widgets, and they work, but if you use shortcuts like "move on x (g + x)" it uses the old global coordinate system
either its a bug or i don´t see the advantage from that, since you can easily switch back to global anytime if you need to
You can still input values for other directions but you have to click the axis on the widget first and then enter the number
In other news, LoopTools is now in the official release (as of 2.57 RC2)
wth, who knew there was a button to visualize stretch in a uvmap?!?
http://vimeo.com/21943368
Nice vid btw. Live unwrap isnt something i have ever really looked into with major scrutiny but its interesting enough for me to check it out again i think.
Can't you still press the axis key twice (i.e. g>x>x) to move along the normals?
live unwrap is neato but not necessary
also double tapping on axis does switch to normal mode, i wish there was a triple tap so you could go to user defined transform orientation mode though!
Thanks for the reminder
works, thx
this makes things a little bit faster, i hate fondling with the widgets
i have the feeling that blender has a bazillion features only a hand full of chosen ones know of.
also iam stupid and forget alot of stuff, so maybe its just me reinventing the wheel every day (at least this give´s me some satisfaction, hah !)
0. Make some selection (I will often build an empty for this purpose)
1. Create a custom orientation from that selection
2. select that orientation from the orientation menu
3. use that orientation as if it's local!
I most often model with my orientation set to normal, especially with organic stuff.
Hopefully that helps. Also, that UV stuff looks wonderful. And to Super Happy Cow's point, you can do the same selection between two faces in Maya (shift+click maybe?), but I don't remember how exactly :poly124:
Hopefully some of that helped.
A hard surface modeling DVD is being released that looks pretty good.
http://www.blendercookie.com/2011/04/08/vehicle-series-complete-and-available-for-purchase/
Do you mean like this?
If so, change the pivot point to "individual origins" (the default is "median point" i think)
Hopefully That should do what you are looking for
If you want to move a face along its normal, change the Transform Orientation to Normal and then use the Widget or double tap the key for the direction you want to move in.
Hope that helps
Thats exactly what i said :P
Hover over the button and you will see a pop up that says "Transform Orientation"
Do you a picture example of this in Max, that i can take a look at?
http://www.blender.org/development/release-logs/blender-257/
Oh boy! It's like it's my birthday!
Yea, I think thats a throwback from the ancient mesh code which is 15 yrs old or something silly.
BMesh will fix that though...when it gets finished that is :P
I probably just don't know all the tools. There is a lot of stuff I DO like about Blender, though, and I'm easing into it more and more almost every day. While I think it can certainly already "compete," it is getting better.
Im not sure what you mean exactly. Do you mean just adding a loop? (CTRL+R)
I made an addon a while back that allows multiple loops to be added without needing to constantly press CTRL+R every time, if that helps any.
http://www.metalliandy.com/downloads/scripts/fastloop_016.py
Regardless, I'm aiming to pull my thumb out and dive back into Blender for some hardcore modeling in the near future.
Any news on Bmesh? I look occasionally on the forum but there never seems to be a hint of when it will be done.
http://bmeshblender.wordpress.com/
Joseph is a very skilled coder, but his health isnt that good so everything takes longer than it would normally if he was well. He did a really good job on VBO's though
ZBrush is only a 32bit app iirc, and that was why its limited. Blender is fully 64bit (as long as you install the 64bit version), so you can use as much as you have.
So essentially, Blender can push as many polygons as the RAM, CPU, and GPU can handle? That's excellent. It sounds like Blender has a technical advantage over Zbrush for the moment. Personally, I find Blender's sculpting system easier to comprehend better than Zbrush's, but that's just me. Oh, I wish I had the cash to increase my RAM. I have 4 GB now, but I wish I could bump it up to 16 GB!
http://vimeo.com/20547255
@Vrav: do you mean triangulation? Use ctrl+t, and in your edge specials (ctrl+e) you can rotate the edge if it triangulates the wrong way.
@Mongrelman: yeah, the knife tool has been a common complaint, but you can merge verts like Maya etc. if you turn on Automerge Editing and set your Snap Type to Vertices. THen by holding ctrl at any time you can weld your verts.
Yea pretty much
It cant handle as many polys as ZBrush but its cool none the less
http://blenderartists.org/forum/showthread.php?214007-Layers-for-texture-paint-new-addon&
Really? I have 4 GB and Blender will give me over 6 million polys before things get too slow. I'm also using a Radeon 5770 1GB.
Wait no, I was wrong. I can do 25 million.
Yay! My days of single-layer 3D painting are soon to be over!
...when 2.58 comes out. I hate 2.57's UI, not because I can't 'get used to it', but it sucks for 4:3 screens and you still can't remove the left panel. It's pretty amusing that the basic ability to join UI panes was added late around 2.56.
Right now I crudely make layers by duplicating the mesh and setting it to a different texture with 0.0 alpha
Remove the left panel? The tool panel? That's easy, press T while hovering over the viewport.
Yea ZBrush owns polys. Pixologic reckon that you can get up to 1 Billion polys with HD Geometry.
I think the most i have ever pushed in non HD mode was 50 or 60 million though, and with subtools performance wasn't a problem
With each subtool you can use the maximum amount of polys your PC can handle, so if thats 10 million polys and you have 20 subtools, it would be 200 million total. Im not sure if there is a limit on the amount of subtools you can have.