[Bf-funboard] The Lack of inability to perform Batch operations in Blender

Bassam Kurdali bassam at urchn.org
Mon Jun 2 23:22:03 CEST 2014


Hmm, I dunno about 'easiest' since this involves a big structural
change.
Anyway, looks like I was wrong and copy to selected works for
modifiers... so maybe just an issue of finding a nice UI for ganging
multiple settings at once  (in the meantime, there's always copy to
selected)
On Mon, 2014-06-02 at 22:52 +0200, Knapp wrote:
> Seems like the easiest answer is to make blender modifiers so that they can
> be shared just like a texture is. With a texture you can link all the
> geometry to one texture and then just change that one or give each one its
> own texture.
> 
> 
> On Mon, Jun 2, 2014 at 9:16 PM, gandalf3 <zzyxpaw at gmail.com> wrote:
> 
> > RMB > copy to selected *does* seem to work for modifier settings..
> >
> > AFAIK linking doesn't actually /link/ it, each object has it's own
> > separate modifiers. It just copies the modifiers from the active object
> > to the selected object(s).
> >
> > On 06/02/14 11:23, Knapp wrote:
> > > Can't you link all the objects to the same modifier?
> > >
> > >
> > >
> > > On Mon, Jun 2, 2014 at 7:20 PM, Bassam Kurdali <bassam at urchn.org> wrote:
> > >
> > >> -There is a 'batch rename datablocks' addon in Testing that does a bit
> > >> of the automation.
> > >> -There is also the 'copy to selected' feature when you right-click - not
> > >> available for e.g. modifier settings, but is for other things.
> > >> - there is also the 'copy attributes menu' addon that does a 3D view
> > >> copy of specific things.
> > >> - you can use the 'link' button ctrl-L for some other things.
> > >>
> > >> However:
> > >> Gang/batch editing with more flexibility would be a cool feature. It
> > >> would need some design (even as an addon/python) for instance: modifier
> > >> settings aren't trivial, what if there are multiple instances of the
> > >> same modifier/ none, etc. on the other objects? which one do you copy?
> > >> and so on.
> > >> cheers,
> > >> Bassam
> > >>
> > >> On Mon, 2014-06-02 at 18:09 +0300, Ajlan Altug wrote:
> > >>> Thanx Kev for your reply. I come from Softimage and am used to writing
> > my
> > >>> scripts in VB (old old school, I know :( ), but am in the process of
> > >>> teaching myself Python in Blender. Your suggestion is pretty
> > reasonable,
> > >>> and had I really been into coding in Blender, I had an idea to remedy
> > >> this,
> > >>> by preparing an addon that replicates the property panel to the tee,
> > that
> > >>> could be used to propagate every adjustment done in it to multiple
> > >> objects
> > >>> selected. That would be a good addon to have. But nevertheless, I do
> > hope
> > >>> the devs will read my post and hopefully respond to it, cuz
> > implementing
> > >> a
> > >>> full batch adjustment capability always beats a run-time for...next
> > loop
> > >> in
> > >>> terms of speed especially.
> > >>>
> > >>> Cheers;
> > >>>
> > >>> AJ
> > >>>
> > >>>
> > >>> On Mon, Jun 2, 2014 at 6:01 PM, Kévin Dietrich <
> > >> kevin.dietrich at mailoo.org>
> > >>> wrote:
> > >>>
> > >>>>
> > >>>> Hi Ajlan,
> > >>>>
> > >>>> I don't know if such feature is on any roadmap. But for the most part,
> > >>>> you can write a little python script to get such work done.
> > >>>>
> > >>>> For example, in the case of the subsurf modifier, you can do it like
> > >> so:
> > >>>>
> > >>>> import bpy
> > >>>>
> > >>>> for obj in bpy.context.selected_obects:
> > >>>>
> > >>>>   try:
> > >>>>
> > >>>>   obj.modifiers['Subsurf'].levels = 2
> > >>>>
> > >>>>   except KeyError:
> > >>>>
> > >>>>   print("No subsurf on this object")
> > >>>>
> > >>>> This will set the "view" level of all the subsurf modifiers in your to
> > >>>> 2.
> > >>>>
> > >>>> You could add 1 "render" level with:
> > >>>>
> > >>>>   obj.modifiers['Subsurf'].render_levels += 1
> > >>>>
> > >>>>   etc...
> > >>>>
> > >>>> This is basic blender/python scripting for task automation. You look
> > >> for
> > >>>> more info on that subject on BlenderArtists.
> > >>>>
> > >>>> Cheers,
> > >>>>
> > >>>> Kévin
> > >>>>
> > >>>> Le 2014-06-02 16:24, Ajlan Altug a écrit :
> > >>>>
> > >>>>> Hi;
> > >>>>>
> > >>>>> I'm wondering if there are Blender users out there who feel the need
> > >> to
> > >>>>> perform Batch attribute adjustments on multiple objects in Blender
> > >> on a
> > >>>>> daily basis. Blender is downright fantastic, there's no doubt. The
> > >> amount
> > >>>>> of attention and thought put into almost every aspect of it astounds
> > >> me
> > >>>>> persistently. Yet, working in 3D means having to deal with tons of
> > >>>> objects
> > >>>>> at a time. I have numerous objects in my scene with subSurf modifier
> > >>>>> applied to each and every one of them. If I want to change their
> > >>>>> resolution, as of now, I need to dive in there, bite the bullet and
> > >>>> tackle
> > >>>>> this task one object after the other, which is likely to take at
> > >> least 15
> > >>>>> to 20 minutes of my precious time. Is there anything in the devs'
> > >> agenda
> > >>>> to
> > >>>>> tackle this issue in the near future? A spreadsheet a-la Maya will be
> > >>>>> clunky and unweildly, but the ability to adjust parameters from the
> > >>>>> properties panel after selecting multiple objects would be a needed
> > >> and
> > >>>>> welcome addition to Blender.
> > >>>>>
> > >>>>> Cheers;
> > >>>>>
> > >>>>> AJ
> > >>>>
> > >>>> _______________________________________________
> > >>>> Bf-funboard mailing list
> > >>>> Bf-funboard at blender.org
> > >>>> http://lists.blender.org/mailman/listinfo/bf-funboard
> > >>>>
> > >>>
> > >>>
> > >>
> > >> _______________________________________________
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> > >> Bf-funboard at blender.org
> > >> http://lists.blender.org/mailman/listinfo/bf-funboard
> > >>
> > >
> > >
> >
> >
> > --
> > -gandalf3
> >
> > _______________________________________________
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> > Bf-funboard at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >
> 
> 
> 




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