[Bf-committers] Bring multiple objects to edit mode

Doeke Wartena doeke.wartena at gmail.com
Thu Feb 18 20:15:49 CET 2016


>
> 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.
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>
> --
> Jeffrey "Italic_" Hoover
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