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Quote:
Originally Posted by greevar
This one a million times! And not having to select faces in edit mode to see the UVs in the UV view.
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In the UV/Image Editor click the button to the left of "Vertex", "Edge", "Face" select button group (it's the one with a little mouse pointer on it.
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Quote:
Originally Posted by kat
In the UV/Image Editor click the button to the left of "Vertex", "Edge", "Face" select button group (it's the one with a little mouse pointer on it.
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No, that's not it. It's being able to select an element in the UV window and have the corresponding element highlighted on the 3D object. If I click a vertex on my UV, it should highlight the same vertex in 3D view.
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, polycounter,
1,227 Posts,
Join Date Jan 2011,
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That is it.. corresponding verts, edges or faces are selected depending on your selection mode in either the UV Editor or the main 3DView ;)
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Click the button in the image to get what you're talking about, which is exactly what kat is saying

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, triangle,
396 Posts,
Join Date Oct 2009,
Location South Africa
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Cheers kaptainkernals, that's the one ;)
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Quote:
Originally Posted by Dim
Previously, when you had specified that your render display in the UV editor, it would just arbitrarily choose which UV window that would be, and sometimes it would choose 3D view. It'd be nice if it was based on which window your mouse was over. This could be fixed by now since I really haven't rendered much for a while.
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Ah ok. I have never experienced this tbh. Maybe it would be worth submitting a bug.
Quote:
Originally Posted by haba_haba
I mean that, if you select some faces it doesn't translate into edges if you switch selection mode. Hope that clear enough
And thanks for the Shift G info
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Ahh, I see what you mean. Is this how selection works in other 3d packages? It seems reasonable to me that the current implementation is correct, as with each face you select containing 4 edges and 4 verts and when you change to edges or verts, those same edges or verts are still selected.
@Kat, You must have a bunch of suggestions, mate. You have been using Blender for as long as I can remember ;)
Thanks to everyone who has posted some ideas on how to improve the modelling/UV tools  If I get some time, I will try and compile a list of everything over the weekend and edit it into the first post.
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Improving moving faces along normals would be good. Currently it doesn't just move it along the face's normal it also scales it too.
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, card carrying polycounter,
1,990 Posts,
Join Date Jun 2005,
Location UK
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Connecting loops has always sucked. There was a version of Blender that supported it a while ago but they dropped it for some reason.
Oh, Hey.
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, polygon,
578 Posts,
Join Date Apr 2005,
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Quote:
Originally Posted by metalliandy
Ah ok. I have never experienced this tbh. Maybe it would be worth submitting a bug.
Ahh, I see what you mean. Is this how selection works in other 3d packages? It seems reasonable to me that the current implementation is correct, as with each face you select containing 4 edges and 4 verts and when you change to edges or verts, those same edges or verts are still selected.
...
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Maybe it's reasonable, maybe not. Anyhow it would be nice to have an option to change it
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, null,
24 Posts,
Join Date Jan 2009,
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Quote:
Originally Posted by kaptainkernals
Click the button in the image to get what you're talking about, which is exactly what kat is saying

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There's one glaring problem with it though, in face mode, all faces are split from each other. That's not good. They need to change that.
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, polycounter,
1,227 Posts,
Join Date Jan 2011,
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Quote:
Originally Posted by greevar
There's one glaring problem with it though, in face mode, all faces are split from each other. That's not good. They need to change that.
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Split?
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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@ metalliandy: I'd be happy with bevel (which you already mentioned)!
@ greevar: submit a bug report and see if that's actually an ommission rather than designed feature.
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Quote:
Originally Posted by metalliandy
Split?
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Yeah he means when you select a vert or edge it also selects neighbouring elements, it doesn't do that when using face select.
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Quote:
Originally Posted by kat
@ metalliandy: I'd be happy with bevel (which you already mentioned)!
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Bevel ftw!
Quote:
Originally Posted by kat
Yeah he means when you select a vert or edge it also selects neighbouring elements, it doesn't do that when using face select.
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Yea, it's been like that since at least 2.49b. It's definitely worth submitting it as a bug report...the behaviour doesn't seem very logical.
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Whow, a Blender thread here? How come I never seen it before. Oh well, I guess I need to leave the pimpin'-thread more often :P
About the topic here. Just a minor thing that bugs me. Let's say you have one basic quad, and you go to edit mode, select 2 opposite vertices and press F to create an edge between the two. You'd think that the quad is now divided into 2 tris since that is what it looks like, right? But no. It doesn't. It's still just a one big quad with one crossing edge that doesn't really do any good. So why can't Blender be wise enough to split the quad for me, if I was to "cut" the quad with a new edge like that?
Yes, I know, I could use CTRL+T to triangulate the quad but for me sometimes the edge thing feels more natural.
+ Also proper edge cut tools, as someone pointed out earlier.
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, triangle,
274 Posts,
Join Date Oct 2009,
Location The land of polar bears
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Quote:
Originally Posted by 9skulls
Whow, a Blender thread here? How come I never seen it before. Oh well, I guess I need to leave the pimpin'-thread more often :P
About the topic here. Just a minor thing that bugs me. Let's say you have one basic quad, and you go to edit mode, select 2 opposite vertices and press F to create an edge between the two. You'd think that the quad is now divided into 2 tris since that is what it looks like, right? But no. It doesn't. It's still just a one big quad with one crossing edge that doesn't really do any good. So why can't Blender be wise enough to split the quad for me, if I was to "cut" the quad with a new edge like that?
Yes, I know, I could use CTRL+T to triangulate the quad but for me sometimes the edge thing feels more natural.
+ Also proper edge cut tools, as someone pointed out earlier.
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Nice idea. It would be great if Blender was a little more intelligent in this way 
Last edited by metalliandy; 10-22-2011 at 03:57 PM..
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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There are a lot of illogical things... are we just supposed to submit these as bugs? I'm always worried they're considered features. For example, opacity pressure has never worked when painting in the image editor...
metalliandy: any idea on the possibility of splitting up selections and actual actions/modifications into two different undo stacks?
::
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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Quote:
Originally Posted by Vrav
metalliandy: any idea on the possibility of splitting up selections and actual actions/modifications into two different undo stacks?
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Oh please no! Not all of us would like this!
I think a decent and fluid cut tool simliar to XSI or silo would be a nice addition.
Background constraints and snapping similar to modo would be nice as well!
Last edited by Arkadius; 10-24-2011 at 12:45 PM..
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, triangle,
279 Posts,
Join Date Feb 2009,
Location San Antonio, TX
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Quote:
Originally Posted by Arkadius
Oh please no! Not all of us would like this!
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It'd be optional, of course!
::
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
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Quote:
Originally Posted by Vrav
There are a lot of illogical things... are we just supposed to submit these as bugs? I'm always worried they're considered features. For example, opacity pressure has never worked when painting in the image editor...
metalliandy: any idea on the possibility of splitting up selections and actual actions/modifications into two different undo stacks?
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I dont think this would be very likley tbh...the undo system in Blender is crude and needs to be revamped before they can consider doing anything like that.
As for the opacity issue, yea that sounds like a bug. AFAIK, Opacity should work when using a tablet and there is a bug currently under investigation regarding pressure sensitivity. Don't worry about them saying its a feature after you report...you might have found something that got overlooked somehow. Happens all the time
Quote:
Originally Posted by Arkadius
I think a decent and fluid cut tool simliar to XSI or silo would be a nice addition.
Background constraints and snapping similar to modo would be nice as well!
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BMesh will include a comprehensive knife tool, AFAIK 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Quote:
Originally Posted by metalliandy
BMesh will include a comprehensive knife tool, AFAIK 
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Will it be possible to turn off Bmesh if you don't want to work in Ngons?
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, polycounter,
1,227 Posts,
Join Date Jan 2011,
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Quote:
Originally Posted by greevar
Will it be possible to turn off Bmesh if you don't want to work in Ngons?
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I don't think so. I'm guessing it will be the same as Max.
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Quote:
Originally Posted by greevar
Will it be possible to turn off Bmesh if you don't want to work in Ngons?
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why not just work in a way that wont create them, and you could also write a simple script that selects all faces with >4 sides.
besides your just slowing yourself down not useing them, even if your making a mesh that is all quads, it can help speed things up to use ngons here and there and quad it up later by adding edges and making cuts.
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, card carrying polycounter,
2,235 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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Quote:
Originally Posted by passerby
why not just work in a way that wont create them, and you could also write a simple script that selects all faces with >4 sides.
besides your just slowing yourself down not useing them, even if your making a mesh that is all quads, it can help speed things up to use ngons here and there and quad it up later by adding edges and making cuts.
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I like quads. It's easy to create and control edge flow.
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, polycounter,
1,227 Posts,
Join Date Jan 2011,
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Aaargh, long post lost ('expired token'... It seems to clear the Quick Reply box, damn.), not feeling like retyping it all. In short: I've been keeping a document with my thoughts on Blender, I'll clean it up and post it, I've already shared it with Metalliandy.
What I want from Blender is more customisablity to replicate my workflow, one that's formed through years of using Silo (and Wings before that). Selection Highlighting, consistent Sticky Key functionality where it makes sense, Something like Voidworld's 'Streamline Tools' (which are themselves a lot like Wings' Advanced UI), Radial Menus, multi-selection mode (I will explain the difference between this and shift-clicking vert, edge and face in Blender)
Blender already has a lot going for it, now I think I just need a few things to replicate my workflow. Its default keymap is silly, with its reliance on the first letter of the tool's name (which has extremely limited use, falls apart quickly with added tools), but that's fixable now Keymaps are no longer broken (I hear Brecht fixed them in 2.6, haven't been able to check).
Greevar: I don't believe you'll be able to 'turn off' ngons. But Bmesh brings a lot more than just Ngons. It brings a more modern mesh system, basically. This video goes into detail on some of the things it enables: http://vimeo.com/6430167
Last edited by MightyPea; 10-25-2011 at 02:11 AM..
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, veteran polycounter,
3,139 Posts,
Join Date Oct 2004,
Location Amsterdam
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