Object hierarchy development
Maybe Blender does not want to be a tool by the AEC industry, but it seems they have a goal of being used by "ordinary" people. I have read many posts that suggests ways for Blender to be more intuitive, often followed by replies that states that "the way we already do this is much better, you just have to "understand it better"."
I have spent two months trying to understand and to get Blenders object organization to work for me somewhat like it does in Sketchup, without much success. It is just too hard. Confusion is also added because object hierarchy and layer functionality is mixed up in the same object hierarchy panel. In other industry standard software packages they are separated. Blenders collections isn't objects. They are visibility tags, and should be in a separate, panel which you use to turn objects on or off, regardless of what groups/components they belong to.
These are two different systems that is working wonderfully together. For instance, you can have a component that is a tree placed in many locations with individual scale and rotation. This component can contain a highpoly tre for close-ups, a lowpoly tre for birds-eye views and a 2d symbol for ortographic plan views. And then you have the same structure in components for different tree types and you turn them on and off through the layers/tags/collections panel, across all different components/symbols/instances that are tagged with the layers/collections name. That is what collections can do. Blender has collections, but mixed in with the object hierarchy.
And it does not have the object hierarchy in form of symbols/components you need for an efficient workflow. This is (in SketchUp) an object that can be instanced and can have individual transforms and materials. (SketchUp has a "placeholder" material that inherits the material set higher in the hierarchy. It's quite smart)
The component can contain other components and they are all linked. You can for example have the same window component in many different wall components, and a change to the window happens in all the components the window is placed in. You can also place new objects into the component and they are all updated. So it is not like groups or parenting. It becomes a separate, selectable object you doubleclick into to edit the other objects it contains.
But Blender present us with the collection instance. Which is no longer a collection, but an object!? It is a separate, selectable object you NOT can doubleclick into to edit the other objects it contains!
This is (like the SketchUp-component) an object that can contain many other objects and can be instanced. But it can not be edited without the use of an add-on (which you also have to edit to get to work)!? Without the add-on -you have to navigate to the origo of the file where the original collection has to be placed in order to avoid an placement offset(?)
This is an absolute workflow disaster. No other software I know makes you go trough so much trouble to edit your objects.
The add-on is not ideal either, as it takes you away from the view you were working in and dumps you in a new scene where you have to locate your part once more, and the part is isolated from its context, so if you shall adapt something to its surroundings, you are unable to to so.
I don't have budgets that allow me a cumbersome workflow, so maybe Blender is not the software for me. But if Blender wants to be used professionally by the AEC industry, I strongly suggest the developers to have a long and open-minded talk to the SketchUp (or other AEC software) developers to adopt a more mainstream and manageable object organization.
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