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29 Oct 2017
pawellyczkowski
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pawellyczkowski
29 Oct 2017
53 Comments
My two cents here.. As others have already said, this concept is similar to 3ds max and maya, and in my opinion is absolutely needed. It's basically the same of parenting objects to an empty (infact in maya if you press ctrl+g, an empty transform node is automatically created and selected objects are parented automatically). But the whole process should be done with one click, and there should be the possibility to "lock" and "unlock" the individual child objects selectability (Like in max if i'm not wrong). Collections are great but they are not affecting the transformation hierarchy (they are more like maya SETS).
Hey! I am starting to define and prototype this behavior out. They'll probably be called groups, since old groups are now collections, and groups as a term just makes sense given their wide usage in other applications. Once I'm done designing it and have a working prototype, I'm going to set out developing it in the core (seems much more of an undertaking considering how many files would need to be changed to add a new type). Check out this thread for my future progress: devtalk.blender.org/t/can-we-expect-at-some-point-a-true-hierarchy-system-with-groups-for-blender/15454/41
This post should have 1248 votes. That's been 4 years and still no groups :( How do people do complex projects without this feature even ?
* @XYZS * They use ugly hacks like parenting objects to an empty. :D
Well, sadly there are many enemies of progress, people that learned it the complicated way and say "hey, it works, what is your problem?" And with that attitude, we would still be using wooden plows and plow by hand. because "hey, it works fine", right? I see things like this all the time, a very old archaic system that just gets copied and copied and copied and never ever improved. Most people in my experience are unable to create new original things and tend to copy and slightly modify existing ones and then there are the ones that want to block progress altogether, because they love the old, what they know and will defend it. And they never ever ask the question: Why do you need an Empty to group objects? What is the empty for? Does it make sense to need to use a ladder and a coat hanger to get into your car? Just use the car key to open the door? Nope, use a ladder and a coathanger too, no problem right? :-)
The make a Blend File for each Asset and link it one to an other, if you link a collection, you are directly instance it to the scene, if you want to edit it, you or someone other is able to edit it simeltainiosly. Then you need to update the link or reload your Blend File, done. With this doing you are able to do a blockout and setup the scene and edit the Blocks, never need to open the hole scene and then, render final or priview in console.
I completely agree. I use similar analogies when I talk to someone about the development of Blender. Unfortunately, the fanboys desperately protest against every spark of development, they always explain that those who don't like the current state are stupid, because there is some sick, hacky solution that can solve the actual task somehow, which the very first versions of other software already knew.
I've been using Blender for a while now, but I can't get used to the lack of normal grouping system that I'm used to in 3DS Max, Rhino and many other software. I just don't understand why Blender developers are afraid to implement a convenient, proven, common method for encapsulation.
Definitely useful! Coming from a Maya background, groups are what I miss most in Blender.
* @David Ullmann * And from 3ds max also. Grouping in many programs is very handy. In Illustrator, if you double-clic a group it opens like a "Local View", this way you see the other objects but you can't select them. In the Blender case, on one hand, I think it's nice to hide things on the outliner (without having to Parent them), the collections are similar but not quite there yet. On the other hand, if you have a character, you could have all the clothes and body or hair etc inside a group, and the selection would be the whole character. Similar to Join. But if we Join them, and then we want to select one object, or separate the objects, we have to enter Edit Mode, and select all and then Separate by loose parts, and when you have a mesh with millions of polys, (as for sculpting) enter Edit Mode is nearly imposible. So joining here is not the answer.
I really wonder why this topic is not higher rated and more discussed. Or even already in Blender for years. I tried to switch from C4D to Blender several times because it's just such a great piece of software. But not having a real grouping system is so frustrating and makes using blender so slow and unwieldy. How do you apply a modifier like subdivision surface to multiple objects in a group? How do you array an object which consists of many individual objects? Or deform such an object and animate the deformation? It's kind of a mystery to me. I tried to find a way to solve this in a different way, but I didn't really find anything that satisfy me. I know I can't make demands on a free software. I just really wonder how everybody uses blender, because in C4D I use this kind of groups all the time.
I've been waiting for this for years and it never got implemented. Instead we got slow and clunky collections now......
I would really like this, as well. I have an add-on that creates this type of functionality, but it should really be built-in.
I just want Group Pro addon finally die already because of it's lame realization which corrupt files Personally, I love this one more
blender.community/c/rightclickselect/Fzbbbc/select-collections-groups-as-single-object
link broken!
I'm really liking this idea. Also I think this could fit into the linking workflow/solve some of the current limitations. For example when you link in a charakter you could but him inside of a container and then add for example a subsurf or armature modifier(Something you can't do to a linked mesh right now from what I know). The linked mesh doesn't get modified, but still you can work with it non-destructively in the new scene and modify it in a way, which wasn't possible before.. Not sure if this would fit into some of Blenders core principles..
This is nice of course, but how to avoid conflicts with current parenting system?
This would greatly simplify dealing with complex objects as well as improving the readability of the outliner.
Did this ever get going? I tried coming to Blender multiple times but the lack of groups (which is vital for scene management in any serious VFX pipeline) has always been a problem. The parent to empty workflow doesn't really work. With large assets that have hundreds of objects you need to be able to have groups that aren't cluttering the viewport. Also it's odd that duplicating an empty doesn't seem to dupe the children unless you go through and manually select all items. Finally you really want to be able to have all children highlighted when selecting the empty so you can see what you are about to move.
An addon that makes Collection instances more like groups gumroad.com/l/qinstance
Still can't believe that Blender team intentionally dropped such a crucial and base thing. Seems like users have to suffer for decades, really sad, just from day to day, from year to year. For those who says something about containers and empties, now try to copy your group and see what happens!!
This is probably the most underrated ticket I saw. Hoping that it gets the attention it deserves one day.
It would be nice to have a grouping system. We can sort of imitate that with Emptys, parenting, and instancing but that requires a lot of manual tedium. The point is that it slows down the workflow and automating it would be super helpful.
Anyone struggling with the lack of this feature in blender - check out this addon (For Blender 2.8): blenderartists.org/t/quick-instance-addon-grouping-like-workflow/1163351 It works quite well.
How the (censored word for heavy emphasis) do I pledge my support for this idea!? Am I the only one not seeing an upvote button?
There should be arrows up and down next to the title...
ah I see them now i have logged in on a laptop. On a mobile device all the ones shown as an image does not have the arrows...
This is absolutely needed, blender is trying to get away without having a grouping system by having all these workaround that make scene management a pain .Its such a proven and powerfull feature that its a fundamental at this point. With this collection system I ALWAYS end up having tu juggle between my source collections placed at world origin and the collection instances placed in my scene having to turn visibilities on and off if i want to edit them... modeling with symmetry instances/groups is also a pain, animating instances/groups locations... etc This is really hurting blender's ability to be used on complex scenes.
At the very least Collections should act as a parent with its own local coordinates and origin point which can be moved rotated and scaled.
Seriously to the people that don't think this is necessary, it might be difficult to understand how transformative this is withouy having tried it so go and try any other 3D package software (actually every 2D package software have groups too) You wont believe how much hassle you went through all this time because this wasn't here.
Democracy at Blender's is like democracy in European Union. 95 percent want something changed, but the 5 percents who do not want change win.
We need this!
Isnt it half way done with collections? Just add a collection Object with the collection items wich is not an instance. And an Collection Instance object.
THIS type of grouping will be such a helpful tool for rapid level design prototyping.
Looks like just a cumbersome and unintuitive feature that adds nothing to the funcionality of the software.
I feel that there are a lot of confusion about groups/collections/hierarchies - mostly because of default outliner view in 2.8+ and of naming conventions: rendereverything.com/blender-groups-confusion-about-collections/
I shared this post on Twitter, I would encourage you all to do the same, get the word out there, ask people to upvote this, point out how useful this would be, share share share and maybe we can boost the upvotes to make this one of the most demanded features ever, as it should be.
Very important. I was dumbstruck at using collections a while ago and thinking "WTF is this good for when you can't use it to group move, group select and group transform? Why do we have to use the fiddly parenting system, wasn't collections supposed to solve that?" When I have a collection of objects, I want to be able to group them simple and fast and treat them like one object, a very simple request, right?
This would be awesome.
What if I want to place my 3d cursor at the media point between a child of one container and a child of another container. If i cannot select objects outside of the current container I cannot do something like this without several extra steps and temporary objects. Am I allowed to add a new object outside of the current container while I am within the current container?
How do you turn off the parent modifiers being propagated to the children?
It would be nice to be able to have multiple object with the same name in this group hierarchy. There is a proposal on this topic here : blender.community/c/rightclickselect/Qtfbbc/
Container system totally make sense.
and after that they advertise the program as a breakthrough and so on from all sides .... the sectarians ... hope that the program will be completed; the strange thing is that basic functions do not work, but at the same time all efforts are invested in complex functions of meaning, from which there is no point until the program is completed ...
Love it!
I created my own request for the same blender.community/c/rightclickselect/mRfbbc/ Then I found this, so I upvoted it. I definitely agree.
This could be implemented inside the already built in collections, actually its really a bummer that collections don't work this way right ou the box.
* @rafael.riva0 * Personally I'm ok with how collections work (though they need some usability refinement in combination with render layers imho) because it's a way to have groups without affecting the parent/child relationship of the objects. I think that this new kind of grouping system could be implemented using the current parenting system, with some more features: a) automating parenting with a hotkey (create empty in the origin or 3d cursor and parent selected objects in one click). b) allowing the parent empty to have no gizmo and/or draw a gizmo on the fly, wich is the bounding box of contained objects c) allowing to "lock" the selection of the group, so that you can select the parent (whole group) just clicking on one of the children if you need to (this should be optional, like a lock/unlock toggle on the object properties of the parent empty).
What you describe as containers sounds similar to a layers for me, especially in combination with layer groups. I wonder if the ideas here could be implemented as features for the new layer manager?
I guess it's more of a new kind of object, more akin to a Group Instance than to a Layer Group. If implemented, it should be of course working with Outliner/Layer manager - when opened, it should display it's contents in both.
@Julian Eisel: Noooooooooooooooooooo!
Layers and groups are NOT of the same scope and they serve different (and very needed ) purpose.
developer.blender.org/T54842
For mind's sake people, those are basic features in any DCC, implement the freaking groups and layers already!
I fully agree with Pawel's suggestion. And i think 'container' term is a nice fit for it.
@Okavango: I have to say that I don't like the tone some of you guys put in here, Demands, upset, highly frustrated. This is not the proper way to address the developers, I can tell you that. Blender is not like any other DCC, you might have noticed that others cost THOUSANDS of dollars, are definitely not free. In Blender, everybody is able to contribute and should, acting like it is paid software where you fork over money and wait and clamor for getting your wishes fullfilled will not work. I would like this feature too, I would use a more neutral and thankful tone. I'm glad that Blender is free and free to use for everything, without restrictions and limitations, that it exists for Linux etc...So please be polite and don't expect or demand. Unless you are ready to pay for it, I have heard that features can be sponsored that way. Or build it yourself, Blender is open source, we should all contribute. I wrote my own addon, after a person asked me if I knew Python and that I could write it myself and it was a fun project.
@markustheswiss: 7 years now in Blender.
Noumerous posts, threads, polite advices, notes about selecting, deselecting, moving, rotating, scaling, deleting, basic drawing, units, grouping, layers...
7 years dude. For basic stuff. On Blender Artists, Right Click Select, Blender developer, #blendercoders, speaking directly to Julian, Dalai, Campbell, Ton. Explaining, illustrating, pleading, begging.
Still here.
Not a coder, very busy architect. My addon: blenderartists.org/t/np-station/686462
Freely available to anyone. Feel free to explore the thread.
Thankful for your insight. I will speak as i find suitable.
* @ Okavango * Julian?) Well, there are no architects in devteam.
* @Julian Eisel * picking this up ahain. my guess would be that it could be. It's like a workflow mode. Activate this mode and and collections are treated as objects. Moved and transformed together as one etc. Double clicking on them could then activate subcollections and you can gradually work your way into the sublayers of the collection.
* @Ejnar Brendsdal * Hey guys! Just came up with a new concept of 'sealing' collections into a container entities, under certain conditions. It may be viable, tell me what you think: blenderartists.org/t/how-about-a-better-grouping-system/676454/70