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 <[email protected]>: > > > 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] > > > > > 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 > > > > > > < > > > > > > [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 > > > _______________________________________________ > 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
