[Bf-committers] Bring multiple objects to edit mode

Doeke Wartena doeke.wartena at gmail.com
Sat Feb 20 13:11:32 CET 2016


yeah I mentioned MultiEdit in the OP. But if you have animations on
multiple objects and you multi edit them then the animations break. Also it
duplicates the objects, which can be very heavy in large complex scenes.
MultiEdit is created with a nice goal in mind but it's clearly not the
proper way for a multi edit implementation.

2016-02-18 21:01 GMT+01:00 Yury Baranov <cucumberer at gmail.com>:

> Actually, there is MultiEdit addon for that. Check it out. You can
> participate in development if you want.
>
> http://www.blenderartists.org/forum/showthread.php?339369-MultiEdit-version-5-Multiple-Objects-Editing
>
> 2016-02-18 22:15 GMT+03:00 Doeke Wartena <doeke.wartena at gmail.com>:
>
> > >
> > > I think blender could definitely benefit from allowing multiple objects
> > > in edit mode, but it should only
> > > work on selected objects, not on the whole scene.
> >
> >
> > true
> >
> > 2016-02-18 20:04 GMT+01:00 Jeffrey <italic.rendezvous at gmail.com>:
> >
> > > I have experience modeling in Maya as well as blender, and I prefer the
> > > blender way because of Maya's obnoxious automatic mode switching when
> > > you accidentally select another object. I think blender could
> definitely
> > > benefit from allowing multiple objects in edit mode, but it should only
> > > work on selected objects, not on the whole scene. If it acts on the
> > > whole scene, it opens up armature edit mode, curves, metaballs, etc. It
> > > should only act on selected objects of the same type as the active
> > > object. If a couple meshes and a metaball are selected, the metaball
> > > will not go into edit mode if a mesh is active.
> > >
> > > I do not think you should be allowed to add an object to edit mode if
> > > you are already in edit mode; you would switch back to object, select
> > > the other, then switch back to edit. This avoids automatic mode
> > switching.
> > >
> > > Because edit mode ultimately modifies only the base mesh, modifiers are
> > > not an issue here. Likewise, shapekeys store vertex position on
> existing
> > > vertex indices, so adding geometry is already bad form when working
> with
> > > shapekeys. I'm less familiar with vcols, but I would imagine the data
> is
> > > stored similarly.
> > >
> > > Multiple object editing is no doubt beneficial, but it needs to be
> > > improved. This is my two cents after using both. I have not used XSI or
> > > Max for modeling, so I cannot vouch for their functionality.
> > >
> > > On 02/18/2016 09:55 AM, Doeke Wartena wrote:
> > > >>
> > > >> It is actually something that is better in Blender, to only be
> editing
> > > one
> > > >> object at a time, as it can cause errors in other programs where
> > > multiple
> > > >> objects are selected.
> > > >
> > > > ...
> > > >
> > > > ...you can just join them together but pressing
> > > >> Ctrl J.
> > > >
> > > >
> > > > I never had a error with Softimage when editing multiple objects at
> the
> > > > same time. For maya and max I can't remember cause it's way to long
> > ago I
> > > > used those programs. And I think if something is prone for error then
> > it
> > > is
> > > > the join thing, that doesn't work in so many cases (multiple objects
> > > being
> > > > animated for example).
> > > >
> > > >
> > > > I don't wan't to be rude, but saying that it's not necessary is
> > clearly a
> > > >> lack of production experience with blender AND other software. It is
> > > >> absolutely necessary if blender wants to be on par or better with
> > other
> > > >> software.
> > > >
> > > >
> > > > Amen!
> > > >
> > > > Also, it might be a few clicks more. But those few clicks really add
> up
> > > > sometimes. I had a simple task a few weeks ago that could have been
> > done
> > > in
> > > > like 3 minutes but it took me around 20 minutes.
> > > >
> > > > Object separation and edit mode are very good design decisions, which
> > > >> actually are keeping things SIMPLE.
> > > >
> > > >
> > > > It is not about the separate modes. While those modes are good, they
> > > focus
> > > > to much on the active object and not the selection.
> > > > Blender could shine a lot in the workflow regarding multiple
> > selections.
> > > > Both for edit mode and object mode. In my opinion stating otherwise
> > > > is truly a lack of vision regarding this matter.
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > 2016-02-18 16:03 GMT+01:00 David Fenner <d4vidfenner at gmail.com>:
> > > >
> > > >> I don't wan't to be rude, but saying that it's not necessary is
> > clearly
> > > a
> > > >> lack of production experience with blender AND other software. It is
> > > >> absolutely necessary if blender wants to be on par or better with
> > other
> > > >> software. You see, ptex isn't necessary because you have UVs, ik's
> > > aren't
> > > >> necessary since you can do fk, sculpting isn't necessary since you
> can
> > > >> paint displacement maps in photoshop, etc etc. So it's not about
> being
> > > >> necessary, is about how useful it is. Multiple object editing would
> be
> > > very
> > > >> useful, since basically joining stuff would kill thousands of
> > different
> > > >> workflows that involve modifiers, vcol, shapekeys, any type of
> > linking,
> > > >> animation, etc.  And having to edit objects one by one is too
> > technical
> > > and
> > > >> old fashioned, any "modern" 3D artist needs to be able to be able to
> > > shape
> > > >> and work on the "whole thing" when he needs to.
> > > >>
> > > >> 2016-02-18 11:48 GMT-03:00 Daniel Salazar - patazstudio.com <
> > > >> zanqdo at gmail.com>:
> > > >>
> > > >>> It has nothing to do with instancing. Its about sculpting/editing a
> > > >>> compound shape without having to join it.
> > > >>> _______________________________________________
> > > >>> Bf-committers mailing list
> > > >>> Bf-committers at blender.org
> > > >>> http://lists.blender.org/mailman/listinfo/bf-committers
> > > >>>
> > > >> _______________________________________________
> > > >> Bf-committers mailing list
> > > >> Bf-committers at blender.org
> > > >> http://lists.blender.org/mailman/listinfo/bf-committers
> > > >>
> > > > _______________________________________________
> > > > Bf-committers mailing list
> > > > Bf-committers at blender.org
> > > > http://lists.blender.org/mailman/listinfo/bf-committers
> > > >
> > >
> > > --
> > > Jeffrey "Italic_" Hoover
> > > _______________________________________________
> > > Bf-committers mailing list
> > > Bf-committers at blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-committers
> > >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list