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 <[email protected]>: > > > > 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 <[email protected]>: > > > 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 <[email protected]>: > > > > > >> 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 < > > >> [email protected]>: > > >> > > >>> It has nothing to do with instancing. Its about sculpting/editing a > > >>> compound shape without having to join it. > > >>> _______________________________________________ > > >>> Bf-committers mailing list > > >>> [email protected] > > >>> http://lists.blender.org/mailman/listinfo/bf-committers > > >>> > > >> _______________________________________________ > > >> Bf-committers mailing list > > >> [email protected] > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > >> > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > -- > > Jeffrey "Italic_" Hoover > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
