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Game Editing => 3D Modeling & Content Creation => Topic started by: ratty redemption on January 22, 2012, 03:34:25 PM

Title: [Blender 2.61] issues, problems & changes
Post by: ratty redemption on January 22, 2012, 03:34:25 PM
Q: it appears there is no longer the function to grab and move verts etc in edit mode by just using the mouse, i did find this script but haven't tested it yet. i don't even know if it's compatible with the 2.6x builds?

http://blog.inhumanvision.com/2011/09/26/enabling-mouse-gestures-in-blender-2-5/
Title: blender 2.61 is 'show sculpt brush' buggy?
Post by: ratty redemption on January 22, 2012, 04:30:21 PM
Q: is there a way to disable by default the sculpt brush from being shown when switching between edit and sculpt modes?

currently blender keeps resetting the option of showing the brush, which i don't want as it distracts me from what i'm working on. why would the devs even give us an option if blender forgets it a few seconds later?
Title: Re: blender 2.61 is 'show sculpt brush' buggy?
Post by: kat on January 22, 2012, 05:02:52 PM
Quote
is there a way to disable by default the sculpt brush from being shown when switching between edit and sculpt modes?

currently blender keeps resetting the option of showing the brush, which i don't want as it distracts me from what i'm working on. why would the devs even give us an option if blender forgets it a few seconds later?
Do you mean you want to prevent a specific brush (SculptDraw is the default) from appearing when you switch between the modes (is it not remember your last selection)? Or do you want the show/hide the ToolShelf itself?
Title: Re: blender 2.61 is 'show sculpt brush' buggy?
Post by: ratty redemption on January 22, 2012, 05:21:37 PM
blender appears to remember which type of brush, but forgets that i've deselected the option to show the brush mouse cursor, ie the circle that changes size depending on the size of the brush, if it was only a small circle that wouldn't be as distracting, but regardless it appears to be another bug.
Title: blender 2.61 display all edges
Post by: ratty redemption on February 06, 2012, 04:53:30 PM
Q: i've been struggling for the last month to learn the new 2.5/2.6 interface after successfully using the 2.4x versions for years, and my latest frustration is it appears there is no default option to set 3d view > properties > display > all edges as on for all objects, now it seems we've got to select it for each individual object if we want to use that feature? someone please tell me i'm wrong?

some of my blend files have hundreds of objects *sigh*
Title: Re: blender 2.61 display all edges
Post by: kat on February 06, 2012, 05:10:38 PM
Quote
appears there is no default option to set 3d view > properties > display > all edges as on for all objects
I can't confirm the tool operation (see below) but based on what other tools do, yes, it looks like these types of features are enabled on a 'per-object' basis, likely as an optimisation - it's less CPU intensive to enable it on everything rather than just the selected objects.

I've never quite understood what "All Edges" does. I know from the tool-tip that it's supposed to show an objects wireframe in each of the different 'editing' modes (sculpt, paint etc...) but if you have wire enabled Blender tends to show the wireframe all the time any way.

Can you post a shot of what you're expecting it to do?
Title: Re: blender 2.61 display all edges
Post by: ratty redemption on February 06, 2012, 05:25:17 PM
thanks kat, and what it does is show in object mode, the edge splits we would see in edit mode if the mesh has been triangulated. i depend on this feature so i can plan and tweak my edge loops.
Title: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 06, 2012, 05:49:49 PM
Q: In 2.4x it used to be 3d view > object menu > copy attributes as well as ctrl c keys would pop up a menu. i can't find it in 2.61.
Title: Re: blender 2.61 display all edges
Post by: kat on February 06, 2012, 05:53:03 PM
Quote
thanks kat, and what it does is show in object mode, the edge splits we would see in edit mode if the mesh has been triangulated. i depend on this feature so i can plan and tweak my edge loops.
Ah so that's what it does (learn something new everyday). And based on that, yes, it's does the same for me so it's going to be an optimisation. Might be worth submitting as a feature request, although I'm not sure it'd be implemented any time soon, if at all, because the Foundation seems to be moving away from those sorts of 'global' features towards ones that provides individual control over elements in a scene.
Title: Re: blender 2.61 display all edges
Post by: ratty redemption on February 06, 2012, 06:37:59 PM
same here re learning new things about blender most days, even the 2.4x versions still had features etc that i barely touched if at all, but back on topic. i can understand the optimization, what i don't understand or agree with, is taking the choice away from the user.

this new interface is imo holding some of us back from using a great set of tools, and it's not the general design of it, that i like, it's how buggy and awkward it is at times. at least we can remap keys which i've always wanted to see in blender.
Title: Re: blender 2.61 copy attributes?
Post by: kat on February 06, 2012, 06:57:28 PM
Quote
in 2.4x it used to be 3d view > object menu > copy attributes as well as ctrl c keys would pop up a menu. i can't find it in 2.61.
I've seen that somewhere but I don't remember how I got to it. It doesn't show up when you 'search' for features either (Space bar).
Title: Re: blender 2.61 copy attributes?
Post by: ratty redemption on February 06, 2012, 07:06:27 PM
thanks kat and i couldn't find it either in the user preferences > input > search.
Title: blender 2.61 confirmation when saving blend files?
Post by: ratty redemption on February 06, 2012, 08:02:56 PM
Q: seems like ctrl w and ctrl s still ask for confirmation but the info header > file menu > save and save as don't?
Title: Re: Blender 2.61 issues, problems & changes
Post by: kat on February 06, 2012, 08:56:20 PM
Quote
seems like ctrl w and ctrl s still ask for confirmation but the info header > file menu > save and save as don't?
That might be deliberate because the implication is that by using the File menu you're specifically trying to save the file rather than accidentally hitting the key combo.

[EDIT]I've merged some of the loose topics together else we'll end up with a tonne of separate 2.6+ questions
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 06, 2012, 09:05:58 PM
understood, and agreed, under those conditions it does make more sense.

and ot, good idea with merging the topics, especially as it was beginning to look like i was spamming your forum, he he.
Title: Re: Blender 2.61 issues, problems & changes
Post by: kat on February 06, 2012, 10:13:11 PM
There was a discussion about the warning on quit but I don't know how far they got with it, or even if they (the Foundation) decided on what to do about accidentally closing Blender and not having the chance to save the work you were doing. That's always been a big issue as well.
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 06, 2012, 10:23:45 PM
understood, and i've accidentally quit blender 2.49b several times because some of the save and quit keys are next to each other, and that's despite the warning. user error in my case, but at least with the key mapping we can disable shortcuts we don't want or need.
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 06, 2012, 11:35:23 PM
Q: am i correct in thinking there is no longer transform locks (grab move on axis) while in edit mode available from the menus or properties window? The shortcut keys still work, but i miss having the menu option, and yet in 2.61 we can still do this in object mode, just not edit mode?
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 06, 2012, 11:46:49 PM
I've seen that somewhere but I don't remember how I got to it. It doesn't show up when you 'search' for features either (Space bar).

cool, i found it, we can enable it in user preferences > addons > community > 3d view copy attributes menu
Title: Re: Blender 2.61 issues, problems & changes
Post by: kat on February 07, 2012, 12:38:56 AM
Q: am i correct in thinking there is no longer transform locks (grab move on axis) while in edit mode available from the menus or properties window? The shortcut keys still work, but i miss having the menu option, and yet in 2.61 we can still do this in object mode, just not edit mode?
I don't think that's physically possible because when you're actually in a transform action the mouse is controlling the object so it can't be used to do anything else.
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 07, 2012, 01:02:22 AM
the middle mouse transform lock still works, ie we start to move a vert, edge etc in the direction we want and then can restrain it to the nearest axis, but in 2.49 there was menu options to start the grab move on a specific axis, i can't find that option anywhere in 2.61.

wierd though as we can do it in object mode, by using the properties window > object panels > transform locks > location.
Title: Re: Blender 2.61 issues, problems & changes
Post by: kat on February 07, 2012, 03:20:43 AM
You're referring to "Mesh > Transform > Grab/Move on Axis" in 2.49 et-al, right? Then yes, looks like that's been removed (or moved).
Title: blender 2.61 apply as shape modifier option?
Post by: ratty redemption on February 07, 2012, 09:07:37 PM
Q: i've noticed some modifiers now have two options to apply their effects to the mesh or curve etc. i can't find an explanation of the difference between the default apply and apply as shape, does anyone know what the latter does?
Title: Re: blender 2.61 apply as shape modifier option?
Post by: kat on February 07, 2012, 10:56:54 PM
Q: I've noticed some modifiers now have two options to apply their effects to the mesh or curve etc. i can't find an explanation of the difference between the default apply and apply as shape, does anyone know what the latter does?
It's not an 'apply to copy' type thing is it? Have you tried it to see what it does?
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 08, 2012, 11:46:07 AM
good idea, i've not yet tried selecting more than one object and applying the modifier to all of the selected objects, will test that later today. but from what i did test on a single object, it didn't seem to apply the effect at all, just remove the modifier from the stack, also no google results i could find seemed to explain this either.
Title: Re: Blender 2.61 issues, problems & changes
Post by: ratty redemption on February 14, 2012, 07:33:30 PM
i've still not registered with blender's official bug tracker site, so for now i'll just post here about a crash bug i just found in the uv/image editor window > properties> display > modified. i'm not exactly sure what it's meant to do but as soon as i attempt to check that option, while an edgesplit modifier is enabled on my meshes, blender will crash.