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Blender 2.8 new features: Multi Object Edit

1

jayanam writes:

Here is a new Blender 2.8 video about the feature Multiple Object Editing. It is not fully implemented yet, but it already looks really promising.

About the Author

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My name is Matthias from jayanam and we are recording gamedev tutorials for our youtube channel. We are also creating models and games using Blender, Unity, Krita and other applications.

1 Comment

  1. Already just this will help with a lot of otherwise tedious alignment work.

    For instance, say you want to keep those two cubes as is, except you want to get a corner of each right in the middle between each.

    Right now, this is one way to do it (I can think of several more):

    1) In edit mode of one cube, select the corner vertex
    2) snap cursor to selected
    3) go to edit mode of the other cube and select the other corner
    4) scale to 0.5 with cursor as pivot
    5) go to the first cube
    6) snap the vertex to the corner with snap-to-vertex

    In 2.8, instead, all you'll have to do is:
    1) select both cubes, go to edit mode
    2) select the vertices
    3) scale to 0

    So much nicer! And I bet there are many other neat consequences.
    Maybe this could lead to some much more powerful snapping, and even some CAD-like tools! That would be great!
    I know that's quite a different kind of project, but I feel like maybe *some* of this restructuring may make those ideas more easily acomplishable.

    What I'd *really* love to see is the ability to put arbitrary constraints on objects for temporary modelling moves. Such as snap-to-mid-point or snap-to-axis or keep-at-fixed-angle... That kind of thing.
    I bet there's already some really contrived ways to do it with hooks, constraints meant for rigging, and then applying transforms. But that's a *ton* of steps to accomplish fairly simple ideas that may sometimes be useful.

    Oh and another thing I know isn't in the cards now but I'd love to see it eventually is proper state-of-the-art unified NURBS-et-al support, right in the mesh. Like, somehow (I know this isn't so easy) have several surface types that can constrain each other at their boundaries. Regular flat faces would always have to be flat, so any NURBS surface coming off them would have to be constrained to actually being flat along the edge. They need to at least be G0-continuously linked (that would give sharp corners) but you could also make them G1-continuous (meaning the tangents are flush - for instance, this would be great for perfectly round bevelled edges) or G2-continuous (meaning the curvatures are flush - this is important if you want reflections without jumps)
    And snapping and such would then work not on the flat faces, but on the parametric curves in the smooth limit. I.e. if you want to snap to a circle, you don't have to make sure the circle just *happens* to have a vertex right there (right now that's the only way to get a proper snap) - you could just use a parametric curve circle and it'll snap to the right thing!

    Stuff like that would be super cool to have.
    Of course, it's not the kind of thing Blender focuses on. But with overhauls like these it might become a heck of a lot easier to, at least in principle, support such things!

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