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  • Published 8 Sep 2020

Better usability for the Outline (Remove the eye icon)

I have some UX proposal for the outliner, since I always find it weird how redudant something could be.

Remove the eye icon: like the eye icon and viewport icon, why don't remove one of them and unify both to the same use? Since it's more straight forward having a render / viewport button.

Select Hierachy and Delete Hierachy by default: When you click something linked it should always select all below that it's linked to him. Or even better, Alt click to select linked.

Make more visible the collection selected: My issue is when i create something new i'm often create on the wrong collection, I don't know if that could be resolved with pinning collections, so you always create something on one collection and organize to another.

This is my only pet peeve's from the outliner. What you guys think?

Blender [EAcademia CriativaPersonagemBlender_AnnaNikkiNikki Escala.blend].jpg

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Development Status: Open

Upvote 8 Downvote 2
rafael.riva0
8 Sep 2020

18 Comments

thinsoldier

I don't think the viewport icon is very relevant until you start working on projects composed of multiple scenes. But the render and select icons should be visible by default in startup file. Not having those visible by default is frustrating a lot of new users.

6
lsscpp

A better solution would be to have in the filter dropdown an option to sync eye-to-monitor and eye-to-monitor&camera icons.
This way both workflows can live at user's will

2
Draise

* @ Lsscpp * I made an addon for that. gumroad.com/l/sMNjc

Lauloque

There used to be one "hide viewport" function before 2.8. But there were some issues with how it behaves in some particular contexts like assets linking. So it was decided to have two separate functions with little but important nuances.

And pretty much the same story for the camera icon and collections checkboxes.

As explained in the manual :

Visibility (eye icon)

Toggles the visibility of the object or collection in the 3D Viewport. This is a file-local setting, and does not get imported when this data-block is linked into another blend-file. Objects hidden this way are still part of the View Layer and evaluated, so they still affect playback performance.

Global Viewport Visibility (screen icon)

This will still render the object/collection, but it will be ignored by all the viewports. Often used for collections with high-poly objects that need to be instanced in other files. Objects hidden this way are no longer part of the View Layer , are not evaluated, and such do not negatively affect playback performance.

Enable Collection (checkbox, collection only)

Exclude the collection from the view layer. This option is shown in front of the collection icon, it is not part of the restrictions column.

Rendering (camera icon)

This will still keep the object visible in the scene, but it will be ignored by the renderer. Usually used by support objects that help modeling and animation yet do not belong in the final images.

So, no, merging them back isn't a good idea. That's why Restrictions toggles were introduced, so you can enable the restrictions you need and leave the rest hidden away. Though the default toggles state isn't Ideal IMHO, I think there should be at least Hide Viewport and Disable Render since they seem to be the most basic things to use for any kind of project.

If you want more concrete explanations, I'd suggest to check Hide vs. Disable from Viewport from CGCookie's Learn Blender 2.8 - your complete tutorial guide

1
riccardo.cambo

Furthermore is so annoying that when I hide an object and then do the render the object is still there! I need to open the filter menu, show all those icons, and deselect from rendering (it's not very intuitive at all!) Of course, doing this with a huge collection you will miss something and rendering what you shouldn't and when you render an animation it may be a big problem.

If I don't see it I don't want to render it! I can understand that there may be some exceptions and advanced uses but for the majority of people, if I hide it I don't even want it in the rendering!

And show restriction like this: As an advanced feature

1
zhixson.xbdi

* @riccardo.cambo * I disagree. My job often requires me to work on very complex machines, meaning I will often have 90% of the scene hidden so I can just edit 1 thing in the center. It can take many minutes to hide everything I need, and it would suck to have to unhide/rehide every time I wanted to test a render.

I do agree though that hiding the controls is a little unintuitive and wish they were visible by default.

1
thinsoldier

* @riccardo.cambo * What about right click on outliner and select "Disable Rendering (camera) for all Hidden (eyeball) items" ?

1
ARTRANCE.co

* @riccardo.cambo * I also often use these options for slightly more complex scenes.

riccardo.cambo

It's a double step, I need to do this action in every hidden object, what if I miss something (it already happened) the common use must to be to see in the render only what is visible, like in every software in this planet, and let the possibility to change this behavior for PROs and advanced uses with the restriction icons that I designed* @thinsoldier *

riccardo.cambo

Totally agree! God bless you! Select hierarchy and delete hierarchy should be the default.

Like this!

1
nazir-bai

Hi! This qustion discussion in this topic: devtalk.blender.org/t/gsoc-2020-outliner-discussion-and-suggestions/13178 Development Outliner working on these function. Read this topic for more information.

1
riccardo.cambo

Sorry what is the difference between this website and that one that you linked? For suggestion is good to post here? * @nazir-bai *

1

COLLECTION MANAGER for Blender 2.8+ youtube.com/watch

kaerobattossai

blender should look at c4d outliner ,it's the best one

Draise

Yes, please, minimize and remove, it feels redundant, as you can't animate it, and it does the same thing as Viewport Visibility. Hiding and unhiding should be the one and the same viewport visibility, and should also be something you can animate just like the viewport visibility.

thinsoldier

* @Andres Stephens - Trinumedia * Keyframing viewport visibility and which types of rays are visible to the camera is done in the Object Properties panel.

All of these individual ray visibility options are specific to Cycles.

When using Eevee it only has "Show in: viewports, renders" which could map directly to the 2 icons in the outliner, but Blender has both eevee and cycles. So I think it makes more sense to have the keyframing of all the various visibility options for both render engines down in this area.

Draise

* @thinsoldier * If only you could select and see keys of selected hidden objects in the outliner....

thinsoldier

* @Andres Stephens - Trinumedia * Yeah there should be a way from the animation editors to search for an object and access its keys even if it's hidden in viewport. And also to pin that object's keys to the view so they're always accessible even if you select other objects.

One work around is to set the object to just not render and set its viewport display to Bounds. I'd also like the viewport display options to have the same options as what's available for Empties.