Editing Multi Object Values and Modifiers
This is an astoundingly straightforward thing. When multiple objects are selected in object mode then the modifiers and attributes that are shared among objects should be editable for all of them at once. Currently Blender only edits the last selected object (highlighted in a brighter orange than the before selected objects by default). If attributes or modifiers need to be transferred over to another object then the objects need to be either instanced or the attributes copied over.
This has some obvious downsides to it:
- Instanced objects also share the same mesh which is only in some cases the thing the artists wants to do
- Make Links copies over the whole set of selected attributes. While this does have advantages it still severely limits the functionality to an “all or nothing” approach. Copy all the things or leave them be.
- One thing is there that’s not too widely known because it’s rather hidden: The Alt-Enter Shortcut. When multiple objects are selected and there’s an input in a text/number field confirming the Input with [Alt-Enter] transfers the value over to all other respective fields of that type (from the selected).
This is in theory pretty close already BUT it doesn’t work everywhere and it works inconsistent. Also you cannot see if values are actually shared or not.
How I think it should be ideally: From my perspective there are applications that do this very well already.Over the last years Modo, Maya and Unity have been programs I've working with a lot and which are good examples for how it can work very quickly:
It’s a pretty straightforward process: When multiple objects are selected all the shared attributes are displayed in the properties panel. When there are values that don’t match the respective input field shows this with an indicator like: “---” instead of a numeric value.
Changing a value sets all the respective values of the selected objects to the input.
If there are * attributes or modifiers * that are not shared by all selected objects then only the shared object attributes/modifiers are shown and an additional Textfield indicates that there are additional values that aren’t shared by all selected objects:
Adding a modifier also adds this modifier to all selected objects. And it adds it on top of the existing ones, not replacing anything existing on the object.
Lastly renaming either renames all to the same name (not ideal in Blender) or renames all to the same name adding an increment number to the previously selected objects by a given rule - be it order of previous selection or order of current list in the hierarchy, or simply by current alphabetical order.
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I've been wanting this kind of thing for over a decade in Blender. Here'a design task to tackle this: developer.blender.org/T54862
@billrey: Oh cool. I hope this isn't supposed to work on values only. Multi-Editing should really work on adding and removing attributes on a multiselection as much as possible.
Yes.. default logical workflow is if you have multiple selected, apply/edit the multiple selected. If you want it on one, select one. I'm glad they've started with object and UV editing, but I hope it will be the default elsewhere in the UI.
ALT does this to a degree, but it took me years and a comment in these forum posts to even LEARN that this existed. There is no tooltip that says you can apply to all selected by pressing a hotkey modifier.
@ondraise15: That's actually something I considered proposing as well: "No more hidden features" in the way that you just have to know it or otherwise you will never find out or only by chance.
But I think these are very little in number and 2.8 does a lot to get rid of them, either way.
@motionblur.of.doom: They are getting closer. I've worked with Bforartists fork and they put in ~200 hotkey exclusive hotkeys into the UI with tooltips/icons from 2.79.. I couldn't believe there were literally ~200 hidden operators.. After using BFA, I felt I skipped a few years of Blender practice to master it.
@ondraise15: You're kidding, right? Roughly 200 unreachable commands except if you know them? Do you happen to have a list?
So is this still under development: developer.blender.org/T54862 i don't know how to read these dev.posts. At least in blender 2.92 i still can't edit multiple material properties at the same time - it took long time to set screen space refractions on from all 100 objects and align them.
Absolutely needed. Every time I changed a number on my rigid bodies I thought I should vote for this feature. The time is come!
It's a struggle for me to come up with a reason this would not be default behavior. It's one of those few things I can't seem to acclimate to after all these years away from maya. Perhaps someone could shed some light on why we might not want this? Not addressed in 2.8 beta as of this post.
* @Mark Behm * developer.blender.org/T54862 There's a design task for it (yeah!). It's currently still under development, though. I can't wait for this. either. Together with a better shadr for topology mode and better UV unwrap/relax algorithms this is my top wish right now.
(edit) - oh I see. It's set to resolved, apparently. Weird.
(edit2) .... it's been moved to the papercuts thread and still in development: developer.blender.org/T54987
there is an exception here, if you use alt while changing a value it will try to do it to all of the objects that share the same attribute, if you have to input a value for mutiple just press alt before clicking the value, and i think it should be edit all by default, use alt if you want to only edit the properties of the active one and as far as I know its on the list of things they will address in 2.8.
@Luciano Muñoz: Yes, though this isn't very intuitive nor can you add, remove or apply modifiers, constraints, naming or anything else at the same time besides editing single values, AFAIK. As an example: I had a scene not long ago with a lot of objects that needed a temporary polyreduce modifier. It's super cool that blender has a non destructive modifier for this. Awesome as heck. The only way to add it to all the objects would be to add and copy it over to every object effectively overwriting any modifier combination on there. Okay - would havew worked in this case as there weren't any diferent modifiers yet.
Though, even more so - all of the objects had custom vertex split data that needed to be removed. So it meant either one of two three things:
None of these is a good solution to something that should just be a multiselect and remove operation.