← All ideas
  • Published 16 Sep 2021

Better manipulation with modifiers

As modifiers are on of the best things about modeling I would expect more flexible way to work with them. As:

  • selecting multiple object and apply one type of modifier at once
  • copy just chosen one from the list of modifiers used on the object and transfer it to other selections
  • Being able to manipulate same type modifiers on different object at once as add one more subdivision or change bevel value

Now iam aware that some of the things can be done. As if you have the modifiers with the same values, by selecting more objects and holding alt will affect all of them. Then there is a addon to copy selected modifiers out of one object to rest of the selection. Or to apply just the desired modifiers out of the whole bunch modifiers you are using can be done (somehow) via scripting. Or there used to be massive editor addon.

I kind of think that these manipulation with modifiers should be implemented into blender, because the way how to achieve this are hard to find or use.

66.7%

Development Status: Open

Upvote 4 Downvote 2
fowl
16 Sep 2021

7 Comments

Lauloque

So if you know that all three points are already possible, and some of which with modifiers, then all that's lefts from your proposal is the idea to have these addons implemented directly in Blender?

I would argue against that: Not every workflow -specific function - especially when it overrides others like the copy modifiers replacing the regular copy - should be integrated into Blender itself.
I think it is really nice to have it as an addon, shipped with Blender, but disabled by default. If the only issue with that is discoverability, then thins issue only should be tackled.
The advantage of having features as disabled addons is that you have these features in your toolbox instead of having them on your toolbelt. I don't know if that metaphor is 100% clear, but the more features you load in or the more addons you enable at startup, the heavier it gets and it gets crowded. There are some stuff that are essencials that can be kept enabled out of the box, but some more advanced could be left to be enabled by those who need it.

That's why I am happy addons like Blenderkit are there but disabled, they are awesome, some people might spend 90% of their time using it, but it is disabled so that the average user doesn't have to even wonder why Blender's startup time has tripled.

1

I would add: If an object is instanced by Alt-D, Modifiers intuitively should be instanced as well.

softyoda

"selecting multiple object and apply one type of modifier at once" To do that : Enable the Modifiers tool (default addon of blender) Or convert to, mesh (it will apply all during the process)

"copy just chosen one from the list of modifiers used on the object and transfer it to other selections" You can on the dropdown menu of the modifier, where you apply, click on copy to selected that will do that.

"Being able to manipulate same type modifiers on different object at once as add one more subdivision or change bevel value" Just select all object that have the modifier, and press alt + click to the value you with to modifiy to all (work on many other part of blender that have same value on many object, light or else...)

You also have shortcut CTRL+L to copy all modifiers of an object to another, or materials etc...

Your proposal lack of concrete mockup or things that might improve usability of theeses action.

Lauloque

Considering his OP edit, it looks like he knows x)

slowk1d

"To do that : Enable the Modifiers tool (default addon of blender) Or convert to, mesh (it will apply all during the process)"

  • I think he actually means to select multiple objects and add a modifier to all of them at once.

I think there are some good proposals here, they are just not well presented and with good "reasoning". For example, be able to add modifiers to multiple objects at once I think is a great idea: currently the problem is that the modifier tab is not a global tab, but a per-object tab. maybe a good idea would be to add a modifiers category to the add menu, this would permit to add them to more objects at the same time. Also, if it is true that there is copy to selected under the modifier menu, it's a little hidden and a bit cumbersome functionality: now that we have the concept of "active" modifier it would be way easier and more expected to just click ctrl+c on a modifier of an object and do ctrl+v on another object to copy it. Blender needs these quality of life Improvements, we just need to express the reason as well as possible.

FYI, copy a specific modifier from one obejct to the other can also be done in the outliner by dragging the modifier icon to the object, you can drag both all the modifiers or just select a specific one and drag it. Not many know about this really powerful feature that was added like 2 releases ago...Blender oh Blender.....

1
ManBlender

There is option: ctr+c on object, and in menu copy modificators

  • maybe should exist option with mods, but need group then or select each of whole list aplied

blender.community/c/rightclickselect/WPqg/ Armature inheritance as Independent solution and Instance

fowl Author

Yep that is what i am talking about, that the user interface for these task with modifiers is all over the blender and add-ons. Add-on with ctrl+c to copy attributes is cool I don't know why ctrl+L doesnt have some of its options. As copy selected modifiers. And for example my last pain was having many object, with multiple different modifiers and I wanted to apply just the mirror modifiers which was used on some of them. I ended up with script that wasn't that hard to use, but still, this function to "apply only selected" would be welcome :-) Its not like I would hate how its working, I would just expected it to be more flexible.