When join meshes together, create vertex groups automatically for every original mesh.
When we want to join many (or masive) meshes together, blender just join them simply now. If we want to edit some original mesh like before joining, we may feel frustrate to select exact verties. Blender should ask us if create vertex groups automatically for every original mesh when join them together.
Please develop this feature!! It will save a lot of time.
And in current version, if two meshes have vertex group with the same group name, when join them together, they merge into one vertex group. OH NO! Don't do that. Please improve it as well.
8 Comments
I think a similar issue happens when Joining Armature Objects. The Active Object at the moment of processing the Joining Operation becomes the "Data reference" for multiple features, overriding those from the other Non-Active Joined Armature Objects; such as: the Origin, either the Meta-Rig condition or the Generated Rig condition of the resulting Armature Object, and maybe other stuff.
Additionally, the Non-Active Joined Objects (such as Armatures or Meshes), because their Names are 'Dissolved' automatically, some of their original features 'loose to the void' all their Object Targets (like on certain Object/Constraint Modifiers and etc.); and also, Parenting Relations, if those Non-Active Joined Objects were Parent to other Objects for example, those Object Parent Targets are also lost 'to the void'. Must manually Retarget everyething to fix these.
I believe if the Join Operator offered settings on the Adjust Last Operation Region in the 3D Viewport Editor, then this could help in solving lots of issues, as well as making Blender even more consistent.
Thanks for the proposition.
why join the objects in the first place if you repeatedly need them to behave as if they are separated?
Join them together for selecting , transfroming, using modifier to the whole mesh more easily. For example, move and snap the whole mesh to somewhere or add boolean modifier etc. And if each part has its own vertex group, I can assign material to them quickly.
This is typically a case where, because we lack an essential feature (container objects), we end up doing wayarounds and detours and then making feature proposals in order to make these easier despite the fact that we shouldn't even have to resort on these wayarounds in the first place.
The answer to your issues should be to add more voices to the container objects principles: to have a form of grouping object that has its own origin, transform values, and the ability to add modifiers/constraints and render/display settings that affect all its child.
Right, that's kinda what I was thinking as well- this seems like a workaround for collections not having a transform/modifiers/etc.
Because stupid Blender 3.0 does not yet support using Collections as assets.
A good workaround available now is to use geometry nodes to join various meshes together and then add more modifiers after that.
The problem I face with this approach is I don't know what is the best way to hide/store my source objects so they don't get in the way of the other things I'm doing in the scene and in the outliner.
It is the same problem I have with Collection instances.
By the way: blenderartists.org/t/is-there-anything-else-you-should-know-about-collection-instances/1302683
They are different. Of course I want both if possible.