Read what i wrote, i did not say anything about viewport. I did not selectd that objects in viewport, i selected them in the tree.
I’m testing it, it already works fine.
The developer of it shared a build for testing. You can find it in the following link, among other info about it.
Try to press delete while your mouse cursor is in the outliner.
Yes, you are correct there, it does not delete. I certainly must have moved the cursor to the viewport after selecting them all in outliner.
You just have to move the cursor some pixels to the left into the viewport.
Edit: nevertheless is annoying and a substantial fault in interaction model.
OK…so that’s where I (and Scott) were having our issues.
If the cursor is over the outliner you cannot delete an object…unless you use the context menu.
How to use UDIMs in 2.81
I hope to get a Nvidia 2080 TI in a few months.
So this is cool:
I also hear they are targeting a 3 month cycle for new releases.
One thing that was freaking me out until I discovered what I was doing wrong.
When doing operations you can tap x,y,z to constrain along an axis. What I was doing wrong was thinking I had to keep the x/y/z held down. The screen would start flashing and jumping around.
A simple tap of the key was all I needed.
A feature that ought to be in both c4d and in blender–but is in neither–is a drop to floor command.
I rely so much on that plugin in c4d…and will be looking for equivalent for Blender.
As it is I enter half the z height into the z location…to get precise seating.
Run this script:
import bpy context = bpy.context for obj in context.selected_objects: mx = obj.matrix_world minz = min((mx @ v.co) for v in obj.data.vertices) mx.translation.z -= minz
Their decision to use the spacebar to start and stop the animation play head is pretty stupid i think, it should be used for toggling the last used tool so you can switch between them… Cinema 4D even though it speciality is motion graphics has for a long time got this right. Blender on the other hand isn’t really as specialised in this area in the same way but has a core key allocated to something which isn’t a continual muscle memory triggered process.
OK…that script works. Now I need to figure out how to make it permanently accessible in the interface.
Scott…c4d uses spacebar for playback as does AE …and other animation apps.
Listen…you are only going to drive yourself – and the rest of us nuts – by critiquing every little thing. There are 10 million Blender users and it is well liked software.
How about you decide if you want to give it a try. If you do decide to jump in…then you have to LEARN. A big part of learning is to not fight everything.
Those are the options that you can choose for your spacebar. (in the preferences)
Tools or search might be more useful to you? Unfortunately the option you want is not there.
There are ways, yeah. I’m too lazy right now, but if I do it I’ll let you know.
The whole navigation is so much better now with the industry standards… and the lower contextual help bar is a great idea.
But to be fair, there are still weird design choices in the UI with some stuff duplicated and scattered a bit everywhere, menus with the same name but different contents etc…
For instance in the property panel, why do you need to get you first “in your face” the data you change the least (scene globals etc…) while you have to scroll down to the very bottom on a tiny icon to find the stuff you need the most… ?
For instance, why not have the render and output settings in say… the render menu (in the top bar)? Call me crazy I know !
In fact, the whole block of “contexts” (scene, world, etc…) should be found in the top menus to free up space and allow for bigger thumbnails for the actual properties that change often.