When you hit the R key, you rotate an object on the view plane. But if you hit R again you can rotate your object freely in the “trackball” mode.
Cool things in Blender that aren't so obvious
Offtopic again but kinda on topic I guess
I agree. Blender WILL be adopted in MUCH MUCH MUCH more places if they just re-did the UI. I am 100% sure of this.
The problem is who do you listen to?
Some people like Photoshop some like Painter.
Some people prefer Maya’s UI to Max’s and some like the way Lightwave does it.
Personally I think Blender should copy the UI of Cinema4D!!
Is there a “Blender.py” file I’m missing?
I can do an “import Blender” from within Blender’s Python Shell panel;
but Blender is Slow on my machine and I’d like to code & run some python scripts from IDLE (much faster). However the “import Blender” doesnt work from any program outside of Blender.
Any help would be appreciated,
Green
greenlamar3020@yahoo.com
http://greenlamar.fortunecity.com/index.htm
Everybody wants to Rule the World
ooohh that makes me shudder, the idea of getting rid of blenders nice node based texture system and replacing it with c4Ds debacle :eek:
Here is a cool one that snuck into blender just recently (2.48 I think).
To “Snap” the view to the axis views without touching the numpad, start your rotation with the MMB and then press and hold CTRL. When you get near an axis view (front, side, top, bottom, back) the camera will snap into the orthogonal view looking down the axis. Very handy for Tablet users so you don’t have to one hand off the pen/mouse.
Blender’s UI doesn’t compare to C4D’s. It may be convenient for power users, but it ain’t for everyone. I have nothing against Blender, but as a former user I have to say that it has it’s faults - one of which is the inability to split the display over multiple monitors, the lack of an option to keyframe every property (including render settings!), the lack of an option to save render presets within projects etc etc etc.
have you ever used xpresso? it’s a node-based programming system native to cinema4d that works in exactly the same way as the blender material system…except it can be applied to most if not all of c4d.
Must admit I haven’t I last tried c4d at version 6 so I don’t know if this has been added since, or whether I missed it but at that time the default mat system was horrid.
Don’t get me wrong I think blender is incredible for the price, but I won’t say it’s perfect.
Hi all!
Given that this thread has reached 13 pages, I thought I’d compile all the best tricks from this thread into an easy to read list:
25 Useful Blender tricks that aren’t so obvious
It includes video and pictures demonstrations to help out.
If you enjoyed the post or think I’ve missed out something out, feel free to comment here or on my blog.
Enjoy!
I like to model using not the viewport background image but a image in a plane. So I create a plane and then create a material with the image, unwrap the plane and so I can see the plane with the image in the viewport.
Well, select the plane with the image and: alt + v
and the plane adapts to the size of the image. Now scale the plane to the size you want.
Before knowing this I always was creating the plane with similar measures to the image.
When you choose to show in node editor backgroud viewer node, then you can Shift-MMB drag to move the backgroud around.
Maybe obvious but I found it just yesterday.
I found this “discovery” useful:
if you scale in object mode their “scale” value will (obviously!) change, while doing the same in edit mode (i.e. select all faces/edges/vertices and then scale) will leave the object scale to “1”
bye :wavey:
if you select one vertex and press/hold ctrl and + then your selection area will grow till you have selected the entire connected mesh i hope that was explained well enough and make sure you don’t have anything you want to undo first this can take up a lot of your undo slots
I can’t help myself:
-
wrong forum.
-
you’ve quoted yourself in your own signature. Not a good way to attract clients.
-
Neither is asking for donations. Most of the people on this board got where they are by insane amounts of hard work, personal sacrifice and talent - not handouts from strangers.
-
Well done for putting a reel together and getting it online, now you really have to work hard to add (much) more content and really polish it up.
-
following on from that, AFAIK a vfx house might want to show more skills than modelling and animation, typically you’ll need to add simulations, compositing, camerawork (including tracking), lighting, on-set supervision…
-
Finally, who do you want to work with? what’s your ideal client? My guess is that not everyone is going to want to work the same hours as you. For example corporate clients are likely to work 9-5, and anything with a larger budget will often work 14-hour days for weeks and even months at a time. The point is, you’re putting off potential clients by limiting the hours you work to your own “unique” times.
Sorry for the essay…
EDIT: just realised you’ve spammed other cgtalk forums with this exact same post. good luck with the ban…
Is there a way to toggle the OB: boxes like in 2.5 but in 2.49?
or any other box, I mean, toggle it to watch and select all the objects…
Here is mine:
1.When you are going to charge a texture or image you can CTRL+click the “load” button and then you will see thumbnails.
2.“I” key over any button and you can animate it values, par example, you can animate the lamp energy values.
I don’t know if you guys know this already. When weight painting, you don’t have to exit the mode. Just right-click on another object and start painting.