Any Idea on development around hierarchy selection in the outliner?
selecting two hierarchies through the outliner (eg: multi-parented assets) is not possible currently as far as I know, also, I wish there was a way to drag & drop parents (with children) between collections in the outliner.
I hope there's some development coming for this issue.
Thanks.
6
d
damian_winnichenko
Hi Pablo!
How are you today?
Recently I have bounced on a wall I couldn't break through.
Particularly, I had a bunch of animated objects and applied a "Noise modifier" on each animated parameters in the Graph editor. And then I have realised that I cannot edit parameters on that modifiers all at once. Even using a trick with Alt-key.
Blender does allow editing parameters on modifiers only one-by-one by hands.
Any of these graph modifier's parameters can't be wired with the Drivers too!
This makes me sad. Do you know if the developers are aware of that issue? Is it a bug? Feature? A limitation?
Do you know if that could be fixed someday?
Thanks a lot!
5
S
Silas
Select the objects and then change a value on a modifier. Right click on it and copy to selected.
1
d
damian_winnichenko
The "Copy to selected" options is grayed out in the Curve modifier in the Graph editor. Blender 2.93
But thanks anyway =)
1
S
Silas
Okay, thats as weird as not been able to keyframe collection visibility. It works with the normal modifiers..
T
Tim
Hey Pablo,
How is your Monday going? I was curious about the process that the blender foundation takes when adding a new feature that already exists as a community add-on. If there's a paid community add-on that everyone wants inside blender natively, does the foundation consider acquiring that add-on or will they just develop it from scratch?
Is the foundation more hesitant to develop a new feature if it already exists as a paid add-on in an effort to protect the sales for that community developer or are there other considerations we're not aware of?
Any plans on texture editor replacement (or resurrection)?
Any reasonst to keep Bump node, that is broken for years?
T74517
3
S
SciVfx
Hi Pablo,
You might remember my pressure sensitive slider proposal, but this is a more general version, for all users, regardless of the pointer input device:
Analog Precision Mode - use the Y dimension of the mouse for the order of magnitude
It's much easier to implement than the pressure sensitive version, it would be great to have in 3.0. I still struggle with sliders in general, the lack of such feature makes the UX uncomfortable/uneffective, and usually I end up putting the value with the keyboard... Some other 3D sw have such feature, although it lags behind Blender in terms of UI/UX (name starts with H...).
2
d
daniellapalme
Hey Pablo!
No question, just LOVING the things I saw from the nodes workshop! Solvers inside geometry nodes feels like a dream~
Hope the attribute processor is going ok, there seemed to be some disagreement
2
B
Blender_Bob
Hi Pablo,
Last week I asked you about using the compositor in “stand alone mode”. I know you can import image sequences and do you comp. My point was that there’s no way to just run the compositor script. You have to render something in 3D to activate it. :-)
Love your show!
2
a
alisealy
Just delete the "Render Layers" node.
The 3d scene is only rendered if there is a "Render Layers" node in the compositor. (This applies even if the node is not connected to anything - if there is a "render layers" node anywhere in the compositor, then blender will render 3d. But if there are none, no 3d will be rendered)
But yeah, if you want to save the output of a composite script to disk, then sure, you gotta render the scene, which is gonna render all of the composite scripts in that scene.
Which means if you have multiple composite scripts that you want to render individually, you gotta put them in separate scenes.
1
a
alisealy
I just realised, an alternative way to selectively render composite scripts is to simply mute the File Output nodes that you don't want to render.
With that in mind, it's pretty easy to write a script that will render only selected File Output nodes, by:
first muting un-selected file outputs which are not already muted,
rendering the scene,
and then un-muting the nodes you previously muted
Doesn't work for "Composite" nodes though as they can't be muted.
1
c
christsdude
Hey Pablo, hope you're having a great day!
I've been watching the development of the switch node; I remember that it was planned to eventually change it from boolean-based to integer-based, to allow for an unlimited number of inputs; however, its design as boolean-based seems to keep getting more and more polished, and I'm starting to wonder if they've abandoned the integer plan.
Is it just because they still haven't figured out a design that effectively differentiates multi-input sockets where the order matters from ones where it doesn't? I know the need to have control over which input gets used when the node is muted led to adding control over the order of inputs in the current multi-input socket design (even though the order shouldn't matter other than that), and that has complicated things. I do have a suggestion to possibly resolve all of this that I am hoping to post to RCS soon.
Thanks for the awesome show, and thank you to all the amazing developers that make Blender more and more awesome every day!
2
X
XanzulsCGAuthor
Hey Pablo, hope you are having a nice day!!
First thing first, thanks for reading my giant bible-size comment previous week and apologies for sounding rude, I was very concerned and got worried after reading the blog post like many others, and I think the biggest "problem" with the post is, it's too vague to form any kind of opinion, like what's gonna be the high poly mode, is it gonna be like game engines where we can see billions of polygons and maybe scale, rotate, move meshes but to edit, it can only be done one at a time to get that interactivity or something like that. We need a video or a post explaining in details.
Also, I think we all know how much features blender have and it gets, and it can give other expensive programs a run for its money but I think even though blender Devs are adding more and more features day by day, I think we also need the devs to improve the features more robust and powerful under the hood to make blender not only great for hobbyist but also solid for game/VFX. As an example performance is one of the most common complain I've seen everywhere and the mesh optimization has solved a lot of them, I think the UV in blender needs a lot of improvement because even people coming from other DDC are still using other software for uv and some other stuffs and it's not because Blender's current UV tools are bad or anything, but it can get a lot of improvements especially with UDIMs, thanks.
2
t
tintwotin
Congratulations on the release of the new
blender.community
. Are there any plans for including an add-on channel with tags for the various editors/areas, so users can search(and find), add-ons not exposed at the commercial add-on sites?
1
m
mythmaker1
Hi people, one possibly dumb question: whatever new features/ fixes mentioned in Blender Today Live, are they added to latest LTS (2.93.1) or just latest 3.0 Alpha or both?
G
Glen-in-Japan
Can you please fix Mesh: Snap_Utilities_Line. So lines close properly. Shapes don't close properly now.
c
christsdude
Hey Pablo! Hope you're having a great day!
As someone who specializes in UI/UX for Blender (right?), what is your opinion of having that controversial camera lock gizmo located right underneath the margin of the camera view, maybe near the bottom right corner? That way it doesn't get associated with the navigation gizmos. It could also be tied to individual cameras, so its on/off state depends on which camera view you're in.
As a side comment, if it does get added, it might make sense for "Locked" to mean locked in place, which would be the default, and "Unlocked" mean you can move it around with the navigation controls. It's kind of the opposite of how it's always worked, but it would be the simplest and easiest way to convey via a simple icon, and honestly seems like it would be the easiest to understand for newbies.
Thanks for the awesome show, and thank you to all the amazing developers that make Blender more and more awesome every day!
19 Comments
Hey Pablo, hope you're having a nice day
Any Idea on development around hierarchy selection in the outliner? selecting two hierarchies through the outliner (eg: multi-parented assets) is not possible currently as far as I know, also, I wish there was a way to drag & drop parents (with children) between collections in the outliner. I hope there's some development coming for this issue.
Thanks.
Hi Pablo! How are you today?
Recently I have bounced on a wall I couldn't break through. Particularly, I had a bunch of animated objects and applied a "Noise modifier" on each animated parameters in the Graph editor. And then I have realised that I cannot edit parameters on that modifiers all at once. Even using a trick with Alt-key. Blender does allow editing parameters on modifiers only one-by-one by hands.
Any of these graph modifier's parameters can't be wired with the Drivers too!
This makes me sad. Do you know if the developers are aware of that issue? Is it a bug? Feature? A limitation? Do you know if that could be fixed someday?
Thanks a lot!
Select the objects and then change a value on a modifier. Right click on it and copy to selected.
The "Copy to selected" options is grayed out in the Curve modifier in the Graph editor. Blender 2.93
But thanks anyway =)
Okay, thats as weird as not been able to keyframe collection visibility. It works with the normal modifiers..
Hey Pablo,
How is your Monday going? I was curious about the process that the blender foundation takes when adding a new feature that already exists as a community add-on. If there's a paid community add-on that everyone wants inside blender natively, does the foundation consider acquiring that add-on or will they just develop it from scratch?
Is the foundation more hesitant to develop a new feature if it already exists as a paid add-on in an effort to protect the sales for that community developer or are there other considerations we're not aware of?
Thanks!
Hi Pablo, Just wanted to give a huge shout out to Ecke101 who is working on Text (String) nodes. A huge development for those of us woking within Motion graphics devtalk.blender.org/t/text-mograph-nodes-design/19208/32
Hi, Pablo!
Any plans on texture editor replacement (or resurrection)?
Any reasonst to keep Bump node, that is broken for years? T74517
Hi Pablo,
You might remember my pressure sensitive slider proposal, but this is a more general version, for all users, regardless of the pointer input device:
Analog Precision Mode - use the Y dimension of the mouse for the order of magnitude
It's much easier to implement than the pressure sensitive version, it would be great to have in 3.0. I still struggle with sliders in general, the lack of such feature makes the UX uncomfortable/uneffective, and usually I end up putting the value with the keyboard... Some other 3D sw have such feature, although it lags behind Blender in terms of UI/UX (name starts with H...).
Hey Pablo!
No question, just LOVING the things I saw from the nodes workshop! Solvers inside geometry nodes feels like a dream~
Hope the attribute processor is going ok, there seemed to be some disagreement
Hi Pablo,
Last week I asked you about using the compositor in “stand alone mode”. I know you can import image sequences and do you comp. My point was that there’s no way to just run the compositor script. You have to render something in 3D to activate it. :-)
Love your show!
Just delete the "Render Layers" node.
The 3d scene is only rendered if there is a "Render Layers" node in the compositor. (This applies even if the node is not connected to anything - if there is a "render layers" node anywhere in the compositor, then blender will render 3d. But if there are none, no 3d will be rendered)
But yeah, if you want to save the output of a composite script to disk, then sure, you gotta render the scene, which is gonna render all of the composite scripts in that scene.
Which means if you have multiple composite scripts that you want to render individually, you gotta put them in separate scenes.
I just realised, an alternative way to selectively render composite scripts is to simply mute the File Output nodes that you don't want to render.
With that in mind, it's pretty easy to write a script that will render only selected File Output nodes, by:
Doesn't work for "Composite" nodes though as they can't be muted.
Hey Pablo, hope you're having a great day!
I've been watching the development of the switch node; I remember that it was planned to eventually change it from boolean-based to integer-based, to allow for an unlimited number of inputs; however, its design as boolean-based seems to keep getting more and more polished, and I'm starting to wonder if they've abandoned the integer plan.
Is it just because they still haven't figured out a design that effectively differentiates multi-input sockets where the order matters from ones where it doesn't? I know the need to have control over which input gets used when the node is muted led to adding control over the order of inputs in the current multi-input socket design (even though the order shouldn't matter other than that), and that has complicated things. I do have a suggestion to possibly resolve all of this that I am hoping to post to RCS soon.
Thanks for the awesome show, and thank you to all the amazing developers that make Blender more and more awesome every day!
Hey Pablo, hope you are having a nice day!!
First thing first, thanks for reading my giant bible-size comment previous week and apologies for sounding rude, I was very concerned and got worried after reading the blog post like many others, and I think the biggest "problem" with the post is, it's too vague to form any kind of opinion, like what's gonna be the high poly mode, is it gonna be like game engines where we can see billions of polygons and maybe scale, rotate, move meshes but to edit, it can only be done one at a time to get that interactivity or something like that. We need a video or a post explaining in details.
Also, I think we all know how much features blender have and it gets, and it can give other expensive programs a run for its money but I think even though blender Devs are adding more and more features day by day, I think we also need the devs to improve the features more robust and powerful under the hood to make blender not only great for hobbyist but also solid for game/VFX. As an example performance is one of the most common complain I've seen everywhere and the mesh optimization has solved a lot of them, I think the UV in blender needs a lot of improvement because even people coming from other DDC are still using other software for uv and some other stuffs and it's not because Blender's current UV tools are bad or anything, but it can get a lot of improvements especially with UDIMs, thanks.
Congratulations on the release of the new blender.community . Are there any plans for including an add-on channel with tags for the various editors/areas, so users can search(and find), add-ons not exposed at the commercial add-on sites?
Hi people, one possibly dumb question: whatever new features/ fixes mentioned in Blender Today Live, are they added to latest LTS (2.93.1) or just latest 3.0 Alpha or both?
Can you please fix Mesh: Snap_Utilities_Line. So lines close properly. Shapes don't close properly now.
Hey Pablo! Hope you're having a great day!
As someone who specializes in UI/UX for Blender (right?), what is your opinion of having that controversial camera lock gizmo located right underneath the margin of the camera view, maybe near the bottom right corner? That way it doesn't get associated with the navigation gizmos. It could also be tied to individual cameras, so its on/off state depends on which camera view you're in.
As a side comment, if it does get added, it might make sense for "Locked" to mean locked in place, which would be the default, and "Unlocked" mean you can move it around with the navigation controls. It's kind of the opposite of how it's always worked, but it would be the simplest and easiest way to convey via a simple icon, and honestly seems like it would be the easiest to understand for newbies.
Thanks for the awesome show, and thank you to all the amazing developers that make Blender more and more awesome every day!