[Bf-committers] Bring multiple objects to edit mode

Yury Baranov cucumberer at gmail.com
Thu Feb 18 21:01:18 CET 2016


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