Blender 2.80 to arrive in 2018

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bb3d
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Re: Blender 2.80 to arrive in 2018

Post by bb3d » 23 Mar 2018, 01:09

NNois wrote:
22 Mar 2018, 23:31
Sorry to hijack here guys but how do you get into blender with the 3d cursor thing ? how do you move the cursor to something not selected ??? just like on soft where you move the temporal pivot when modeling
Just left-click where you want to have it, it snaps to faces automatically, then set the "Pivot Point" to "3D Cursor".
If you want to snap it precisely to some component, you have to select that component and then SHIFT+S -> Cursor to Selected.

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Rork
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Re: Blender 2.80 to arrive in 2018

Post by Rork » 23 Mar 2018, 09:06

Ah... Snapping.... One of my many annoyances in Blender.
I do like certain aspects of Blender, and can see progress for the near future of many parts in Blender.
But the 'We're doing it differently because Blender' can get up your nerves quite quickly, and has slowed down the adoption of Blender for years now.

I do see a renewed interest in Blender, especially in training material. Let's see what the 'revamped' 2.80 is going to bring us.

And as SI users who dabble with Blender, be more vocal about workflow. SI still trumps the others 3d applications in that area.

rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ

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Mathaeus
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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 23 Mar 2018, 10:41

NNois wrote:
22 Mar 2018, 23:31
Sorry to hijack here guys but how do you get into blender with the 3d cursor thing ? how do you move the cursor to something not selected ??? just like on soft where you move the temporal pivot when modeling
I'm just not 'getting' the cursor thing, have no any cursor related shortcut, only way here to move cursor are sliders in 3d view properties menu. For modeling, rarely used pivots/transform orientation axis ''from nowhere'' in SI too, usually it's some component for both. After all, Blender cursor is just point in 3d space, it can not describe the orientation axis. AFAIK they did not assigned any new functionality to cursor in last ten years or more, while they provided its functionalities to other tools, perhaps cursor will disappear one day, against protests of all hundred user who just can't live without.
Not an admirer of Blender's ''after'' adjusting of proportional mode radius, have tendency to use sculpting tools instead.
When it comes to SRT, almost never used any kind of custom pivot for anything - perhaps a good habit from SI, allowed me to switch easier to Maya or Blender.

Always appreciate universal, as much simple and 'stupid' option, also I'd believe that 'simple or nothing' is formula of success. Great example of positive and negative IMO is Maya, where animation as successful part relies on almost same set of tools for decades, plain RMB context menu without shift or ctrl for options, no any radial menu crap, only one auto key option (OK it's not just that simple, however simplicity is first) - contrary to everything else in Maya, which is bloated by over-complicated overlapping options, exclusions, zig-zig moving to get something out of radial menu.... and appropriate ''reputation'' :D .
The renderer "turtle" used by this scene, is not currently available. The "turtle" renderer will be used instead.

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owei
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Re: Blender 2.80 to arrive in 2018

Post by owei » 06 May 2018, 18:16

Some new developments can be seen here. I´m not a fan of icons, but context sensitive tools do not look bad though ;)



cheers,
oli

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Rork
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Re: Blender 2.80 to arrive in 2018

Post by Rork » 07 May 2018, 10:42

This chap does some interesting things in Blender: http://zachariasreinhardt.com/category/tutorials/
also check out his YT channel for some 2.8 videos.

And this one is interesting for the archviz guys: https://www.youtube.com/watch?v=DwIZM_tpZ1Y

rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ

NNois
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Re: Blender 2.80 to arrive in 2018

Post by NNois » 07 May 2018, 13:08

Not a fan AT ALL of takbars on top, feels like Internet explorer 4 with extensions.
Plus this is not ergonomic I think

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Rork
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Re: Blender 2.80 to arrive in 2018

Post by Rork » 07 May 2018, 13:27

It's not that bad, it's more or less the same way in <insert 3d application>.
With the new UI I get a bit of a Modo vibe tbh. If it is that flexible in the end, you can easily tweak the UI to your liking..
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ

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owei
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Re: Blender 2.80 to arrive in 2018

Post by owei » 05 Jun 2018, 12:36

Pretty nice ;)


Bullit
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Re: Blender 2.80 to arrive in 2018

Post by Bullit » 05 Jun 2018, 13:26

Very good.

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sirdavid32
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Re: Blender 2.80 to arrive in 2018

Post by sirdavid32 » 05 Jun 2018, 17:27

I just found out that cltr tab goes around the tabs on the explorer /browser. This I just learned because Blender's new shortcut to swap workspaces is ctrl+tab.
I don't know if there is anyone in the planet now who is not up to date (day to day) with these changes...can you picture how hard will it be to draw new users (blender agnostic) completely new users into blender in 2019??

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Draise
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Re: Blender 2.80 to arrive in 2018

Post by Draise » 05 Jun 2018, 17:37

You think it's going to be harder for new users now? The UI seems to become more and more user friendly and intuitive. Tool bar is like trueSpace, widgets also. Things are just... getting more organized and feature rich. If you are a new user, it will be easier. Older Blender users though.. I think they are going to be upset and have a hard time.

I love where it's going. I love the opensource development and the openness in the development. I like how users are making what they need with the sourcecode and that there is some organization behind it. I like the new viewport and I like where it's heading. It will be even more comfortable than Unreal Engine - where I can use nodal workflows in a frickin viewport without needing to cache or export anything. Rigs, animation and all.

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Re: Blender 2.80 to arrive in 2018

Post by Bullit » 06 Jun 2018, 22:29

Draise do you have good tutorials on Unreal? video or other even written - which actually i prefer.


Do Blender have tooltips ? if not it should.

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Mathaeus
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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 07 Jun 2018, 00:27

Bullit wrote:
06 Jun 2018, 22:29

Do Blender have tooltips ? if not it should.
Yes it has, if you mean tooltip that appears when hovering around interface. Actually I'd believe it's Blender invention. If they are disabled by some reason, you get them in file>user preferences>interface.
The renderer "turtle" used by this scene, is not currently available. The "turtle" renderer will be used instead.

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Draise
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Re: Blender 2.80 to arrive in 2018

Post by Draise » 07 Jun 2018, 01:37

Bullit wrote:
06 Jun 2018, 22:29
Draise do you have good tutorials on Unreal? video or other even written - which actually i prefer.
Eh, not personal ones. I should make tutorials for that. Seems there is hardly any from Blender/Bforartists to Unreal. If only I had.. the time - patreons.. hmm.

My favorites are on Youtube about lighting and every now and then material tutorials - and the ones from the documentation on the Sequencer. To be honest, I'm still learning UE myself, while I stumble through work with it.

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Re: Blender 2.80 to arrive in 2018

Post by Bullit » 08 Jun 2018, 05:37

Thanks you Mathaeus. Draise sorry , my question was more about what you said about nodal workflows, i think you mean blueprints, is there anything good around about it?

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Mathaeus
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Re: Blender 2.80 to arrive in 2018

Post by Mathaeus » 08 Jun 2018, 16:08

Regarding Unreal Blueprints, as far as I know there's lot of info all around, they even have a Blueprints from Hell site :). However, let's start from official Blueprint Best Practices page , where main purpose is clearly mentioned: ''Blueprints are best suited to making event-driven functionality, such as handling damage taking, controls, and other things that don't get called every frame", that is, not nearly for all purposes well known in systems like ICE or Houdini, while of course, it could be miss used to some level. In other word, I really don't see why someone will prefer Unreal Blueprint for anything outside gamedev or, maybe..... some long archiviz presentation, or 'I just want to use it'' category. About artist friendly, Blueprint just can't be easier than Houdini for example, simply because of entire gamedev environment where it lives. Unreal is not DCC app and it will not be, ever.
The renderer "turtle" used by this scene, is not currently available. The "turtle" renderer will be used instead.