[Bf-committers] Bring multiple objects to edit mode

Bassam Kurdali bassam at urchn.org
Sun Feb 21 04:25:14 CET 2016


Multi Edit (and multi pose) would be amazing. Is there a real technical
reason it can't be done currently? Or is it a matter of design,or
risking new bugs, etc.?
There's so many reasons a user would want this.

On Sat, 2016-02-20 at 13:11 +0100, Doeke Wartena wrote:
> 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.co
> > > > > m>:
> > > > > 
> > > > > > 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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