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Andreas's Avatar
Old (#101)
CTRL T, CTRL Z is too tedious? You should see what Max users have to go through!
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Frankie's Avatar
Old (#102)
Also no one really cares about tri count
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passerby's Avatar
Old (#103)
Quote:
Originally Posted by Andreas View Post
CTRL T, CTRL Z is too tedious? You should see what Max users have to go through!
max, maya and most other apps can show you the poly count in polys or tris in the hud though, so there is no need for any step to see that info
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MightyPea's Avatar
Old (#104)
Andreas: Glance up? I think I can manage.
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xXm0RpH3usXx's Avatar
Old (#105)
i'm hope i am not too late to the party.
one thing i really enjoy at max is the instant undo.

you change an object, a spinner, whatever and see its not going the way you want it?
just rightclick while still having the left mouse button down and the modifier/object will reset to its stage it had before you changed that particular thing.
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Mongrelman's Avatar
Old (#106)
Hmm, the right click undo works for me. I'm still using 2.57 if that is relevant.
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greevar's Avatar
Old (#107)
Blender tells you up top how many faces there are in a scene. If you want the object's poly count, just select it and enter edit mode.

Edit: ah, I see. Faces, not triangles.
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Shadownami92's Avatar
Old (#108)
Yeah, I really enjoyed Maya and Max for having just the Tri Count being there, not having to enter or exit a certain mode and having to triangulate the meshes.

In max it even sat in it's own floating window and you could set a limit with a bar that visually showed sort of where you mesh sat in accordance to the limit. Those little extras aren't really too important, but just being able to see the tri count at a glance would be nice, maybe with some customizable options?

Like whether or not hidden geometry is included in the face/triangle count?
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metalliandy's Avatar
Old (#109)
It would be nice if the stats on the top bar displayed Verts, Quads, Tris and edges at the same time. Other than that, I dont really have a problem with it
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MakingMeshes's Avatar
Old (#110)
Quote:
Originally Posted by Dim View Post
Can't you do this setting the snapping to edge or vert (ctrl+shift+tab), then holding ctrl and mousing over the components you want to snap to?
That doesn't seem to work for me but thanks for the suggestion.There's an addon for it now,Mesh:Vertex slide,seems to work fine. Is there anyway to snap vertices to the grid in vertex creation mode(holding ctrl and Lclick in edit mode)turning on snap to increment doesn't seem to do it.
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Ganemi's Avatar
Old (#111)
How does your compiled list look so far?
Oh, Hey.
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MightyPea's Avatar
Old (#112)
http://www.blender.org/development/c...mesh-overhaul/
Just some more information on Bmesh, which is basically a complete replacement of the (ooold) mesh system. These are things we all expect, so it's good to see they're coming!
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haba_haba's Avatar
Old (#113)
Quote:
Originally Posted by MightyPea View Post
http://www.blender.org/development/c...mesh-overhaul/
Just some more information on Bmesh, which is basically a complete replacement of the (ooold) mesh system. These are things we all expect, so it's good to see they're coming!
I don't think so. It looks that bmesh development has some serious problems. Only one guy (with some health issues) is "working" on it so it doesn't look good. I wouldn't expect seeing it done in the next 2 years
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Mongrelman's Avatar
Old (#114)
I believe there is another coder (or two) working on it as well now. Read there have been quite a few commits recently.
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MightyPea's Avatar
Old (#115)
Exactly, there are now multiple coders working on it. There have been a lot of commits in recent weeks, and I've used the Bmesh builds for a bit. There are some crashes still, but things seem to be working quite well already.
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MightyPea's Avatar
Old (#116)
Let's keep this going, shall we? I'd be interested to know what functionailty (built-in or otherwise) people would miss most when switching from their preferred software.
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Mongrelman's Avatar
Old (#117)
I liked having the subdivison level keys in Silo, it was just a case of pressing one to go up a level, another to go down, didn't even need a modifier. It would be nice to have something similar in Blender (even if it's just a case of being able to assign hotkeys to the division levels in the subsurf modifier).
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kat's Avatar
Old (#118)
Per-face Material drag and drop from the MatList box - currently materials can only be drag'n'dropped from the ID and at the Object level.
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MightyPea's Avatar
Old (#119)
Mongrelman: ctrl+1,2,3...
Doesn't work if you have 'emulate numpad' set in the preferences, mind.
You don't even need to add a subdivision modifier beforehand, although annoyingly there is no way to have it remember your preferred settings (such as enabling it in edit mode!)
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Mongrelman's Avatar
Old (#120)
No f***ing way, how long has that been in there?

Cheers

Most of the things I'd like require Bmesh implentation first, just really after standard things in other programs like the split polygon tool in maya, cutting geometry and not destroying UVs or creating tris (ie. needing ngons).

Having the UV selection be connected with the geometry selection would be great. I know you can do it now, but it's kind of a faff as you have to turn that setting on, then some tools don't work whilst that is activated.
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Kwramm's Avatar
Old (#121)
edit: removed... reply got posted in the wrong thread..polycount misfire?

Last edited by Kwramm; 11-24-2011 at 09:48 AM..
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artsymptom's Avatar
Old (#122)
Unfold... (unwrap I think is not the same at all) .
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MightyPea's Avatar
Old (#123)
Artsymptom: Mind elaborating on that? It would help in evaluating and requesting the feature.
Mongrelman: No clue, but I was similarly surprised when I found it!
About the split polygon tool, is that like the knife tool in Max? Because there's an implementation of that in Bmesh builds already, although I haven't had a chance to try it. Either way, I think the Wings3d\Silo\Voidworld (in reversed order of magnificance ) is the best I've ever used, and would like to see it in Blender.
I never got on with the knife in Maya, it doesn't seem to work for me. If I just click madly on the mesh and then rmb there will be new verts, but I can't for the life of me get it to work as expected. Any thoughts?

Last edited by MightyPea; 11-25-2011 at 01:44 AM..
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Mongrelman's Avatar
Old (#124)
I've read a bit about the knife tool in Bmesh which I think is more or less what I'm after, just not tried Bmesh at all (waiting for it to be integrated into trunk). I expect most of the things I'd personally like are/will be in it.

The only real problem I've had with the split poly tool in maya is when trying to place a vert in the middle of a face, Maya just doesn't seem to like that. Worked great in Silo.

Basically: I'm hoping to have Silo modeling in Blender
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MightyPea's Avatar
Old (#125)
Mongrelman: Join the club! Seriously though, that is kind of what I'm trying to do as well. Although I think Voidworld offers some improvements on the Silo system by integrating the Wings3d lmb/mmb/rmb tool functionality. The knife tool also has one improvement on that of Silo, but I forgot what it was now.

Either way, I want to approximate my Silo workflow in Blender, but without sacrificing the unique things that Blender itself has, such as manipulator-less operations (which I miss terribly, even in Silo).
I'll be pleased if I can set things up the way I like myself, but there are some things that need to be implemented first (sticky keys, selection highlighting, multi-selection) for that to work.

I've been putting it off, but I really want to write a clear document that documents clearly (heh) the advantages these things offer, even to those who use and love Blender's defaults. As a last resort I could set up a donation-system and get someone to code it for me (possibly as a plugin), but that's really a last, laaaast resort.

Last edited by MightyPea; 11-25-2011 at 07:48 AM..
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