10 Things I dislike in Blender

A new version 2.5 upcoming and all, I really was annoyed lately by some idiosyncrasys of Blender. So I hope they will be solved in the all new version. :smiley:

I won’t mention the 1 million things I love in Blender, it would take to long to write them down.

  1. Closing without saving (asking to save).
    Probably the most discussed topic of all, but in my opinion simply broken.
  2. You can apply a modifier from any position in the stack.
    This will give you no visual feedback about the result.
  3. No textures without material.
    Really disturbing if you work with nodes.
  4. The 3D-Transform Manipulator shows the option “Normal” in object mode, though this option is useless in object mode.
  5. You can activate softbodys for cameras and lamps.
  6. The Button “Double Sided”, especially it’s tool tip.
  7. Ctrl-G in edit mode is not for vertex groups but for object groups.
  8. Mirror-Modifier doesn’t work with particles.
  9. Particles can not use a UV-Map to be colored, though you can turn on the UV button.
  10. You can not “apply” a pose and make it the rest position (transfrom it to edit mode).

10 is clearly a feature wish, I know that. Apart from that I’m annoyed about the Blender interface, sometimes not giving you a visual feedback about what you can do and what you can’t. So clicking on a button may have a visual result, or may have consequences relatively unrelated to the section the button is in, or won’t change anything at all.

Regards

Did I already write I love Blender?

‘Particles’ can indeed use UV mapping, you just need to substitute a UV mapped object for the particles, which is done by parenting the UV mapped mesh object to the emmitor, and pressing ‘dupliverts’. Also, what good would it do to have a transform widget caculate the average normal of suzanne?

Personally, number 3 bothers me the most.
Generally, your list is quite reasonable.

Koba

these are 10 fetures i like about blender. i hate programs that ask you to save on exit, iff this is added it should be desablable

10 and 3, definitely.

Mine is definitely not being able to move the nodes background image with Shift-Alt-RMB (should be fixed in 2.5).

Also, on Mac, sometimes grabbing the edge of the Blender window is nearly impossible. Once I had to shut down and restart Blender because I simply could not get the mouse positioned right to split the windows.

And of course, the always annoying inability in Mac to open more than one instance of Blender from the desktop. Only from the command line, which is a giant pain.

I know, mostly Mac gripes, these don’t apply in Windows.

Yeah save reminders suck, please don’t ever put one in blender. In Deep Paint 3D there is this popup save reminder that interupts you about once every five or ten minuts and says ‘time to save! saving your work often can prevent unnecessary loss of data!’ ( i guess they put that in there because it crashes so much ) but anyway, I just want to kill it sometimes. It is REALLY annoying. If blender ever introduces such a thing, I’ll have to learn Python to disable it.

  1. NO TEXTURED EDIT MODE!!!
  2. No “make vertice on face” tool with good UV calculation.
  3. Bad UV calculaton in some modeling tools.
  4. Disappearing script window after save and load. (When a script has a button panel.)
  5. Script settings not saved.
  6. Need to apply modifiers when exporting.
  7. No copy/paste in text or numerical inputs and Blender dont use system clipboard.
  8. Different view modes of Materials: in view mode, in game engine and in render. (Ok I know, game engine and Material can be use as same.)
  9. No textured edit mode! :slight_smile:
  10. No textured edit mode! :slight_smile:

But of course Blender is the best 3d software for me!!!

endi there is copy and paste, but with blender it’s: " alt+C " and " alt+V "( instead of " ctrl+C " and " ctrl+V ", as with windows. )

Oh, and I wish that Blender would remember how many segments I like my UV spheres at. I never, ever, use 32 segmented UV spheres, and I always, always have to edit that. Likewise with other parameters (this also will probably be fixed in 2.5).

endi there is copy and paste, but with blender it’s: " alt+C " and " alt+V "( instead of " ctrl+C " and " ctrl+V ", as with windows. )
There’s a way to copy and paste to the system clipboard as well, but I’ve forgotten. I think shift is involved.

However, you can’t copy and paste all fields, only some. It’s impossible to copy and paste text into PyDrivers, for example, which is a huge, huge pain. This is a big problem. You can’t write a PyDriver in a text edit window and cut and paste from there. You have to re-type it, and to make matters worse you cannot view it all at once. Copying a PyDriver from another person’s .blend file pretty much requires a pen and paper. (I remember MikeS saying that he wound up taking multiple screenshots of his desktop with the cursor in different places in the PyDriver field in order to see the whole thing).

difarent images from difarenrt angles, in the same viewport. so you dont haft to cut up the screen into lodes of viewports! and haft to zoom in all the time, this is the most timewasting feture at the moment

  1. I like not being asked, and so do a lot of other people. That said it probably should be a default function for you forgetful types.
  2. Don’t know what feedback you want, when you press “Apply” it will remove the modifier from the stack. How much more visual could it be?
  3. I concur
    4/5/6. What you ignore can’t hurt you…or something like that.
  4. I think the interface for the vertex groups needs to be redesigned either way, something for 2.50.
  5. Shame.
  6. What Modron said.
  7. Then what is the “Apply” button for in the Armature modifier…

Mystery

  1. Hmm… I hadn’t noticed that. It’s relatively simple to code (EDIT: I started coding it as I typed this message)
  2. This has been requested many times. Watch this space :wink:

Aligorith

print “Top ten things I dislike about Blender”
for i in xrange(10): print str(i) + “:” + " Seeing threads like this on ba.org"

1 Like
  1. Then what is the “Apply” button for in the Armature modifier…

He’s not talking about meshes, he’s talking about the armature itself.

print “Top ten things I dislike about Blender”
for i in xrange(10): print str(i) + “:” + " Seeing threads like this on ba.org"

Nah, that’s top ten things you dislike about Blender users.

Ah, I misunderstood.

Mystery

You just wait until the icon turns to a hand. I don’t think that’s a Mac thing, the Windows interface is the same.

It’s a great feature. There have been a few times I’ve had multiple instances of programs wasting resources in Windows without realizing it. You should never need to run more than one instance of a program, it’s up to each program to allow opening multiple documents or multitasking. Blender shouldn’t hang up when it starts rendering, it should launch a command-line version of the app or rendering engine, which should also work on a copy of the current blend so you can modify it without screwing up the render. This is one reason why I use an external rendering engine because it lets me render as many things as I like and I can still use Blender while it’s doing it. Blender could also allow opening muliple blends but that could be tricky with all the variables it has to store but maybe the Mac menu should have an option to spawn a new Blender instance, though it wouldn’t work while rendering as it’s not a separate process.

I dislike buffer clipping issues in Blender. There has to be a way round it. Maybe it’s possible to use a nonlinear buffer or something so the step sizes for closer objects is smaller. This way the depth buffer is always precise for close-up objects but will likely show flickering for far away ones but you wouldn’t really bother about that as long as you can see where they are. This should allow you to use a very large clipping region.

One of my biggest gripes about Blender is having all the tools in separate panels. If I want to edit, I have to switch my tabs back to the mesh edit tools window. If I want to do object properties, I switch to the object panel. It’s a big time waster having to search through all the buttons, especially as the buttons are small.

The only panels that are ok being external are the script, logic and render panels. The mesh edit tools can easily appear as a tools window in the 3D view by hitting a hotkey or clicking some icon in the toolbar. The object properties can appear in an n-key panel as can the edit options like modifiers and constraints (possibly use tabs to keep the panel small). This way you can position the tool right next to the model and see the changes you make more easily.

It’s the same with the nodes. Just with object properties, have a panel that pops up on the current object showing the nodes attached but allow the opacity of the panels to go to zero leaving only the sliders. There are problems with that one like how do you move the nodes and the objects in the same space, well, you’d just limit the operations to where the mouse is so zooming/panning over a node would zoom/pan the node workspace, otherwise the 3D workspace.

I don’t know who designed those little floating windows but they are freakin’ cool and they need to be used more often IMO. Overall, it’s the redundancy in the interface that bugs me. I like to keep things as simple as possible and with the amount of options piling into 3D software, this is becoming more and more necessary. We can’t just have menus within tabs within tabs within panels or it gets hard to manage.

Growing that mandatory rhino skin for Blender developers is still in WIP Briggs?
:smiley:
Some people would rather complain to death than learn the proper channels.
Seriously, there are proper channels, like the bf-funboard mailing list, where one can actually work at a solution in many ways (bringing examples, mockups for the UI, being considerate…). Simply complaining, as accurate and well founded the critic may be, is not an option in a collaborative project, Open or not.and actually work at a solution or ten… Such an attitude goes right up there in my list of things I hate from users, with not understanding that Open Source is freedom, not free lunch and that Blender does not have to compare itself to any commercial product since it aims not to go Hollywood but to bring Hollywood in you studio…
…how come that their recriminations always amount to some sloganishly round number anyway?
:yes:

Jean

I love blender because it’s freeware :DD

Some people would rather complain to death than learn the proper channels.

Well, I think some people are taking this thread a little too seriously. It’s just people saying what’s on their mind. I certainly go to the proper channels when I feel I have something to say that warrants developer attention.

As I think you coders know, most of all these issues (or non-issues) are pretty much well-known among the developers, and they’re either being worked on or have already been decided against, so there’s not much point sending them to the funboard or places like that. Besides, sometimes if people post their complaints here first, somebody else can solve the problem for them, and it never needs to be brought up anywhere else.

You should never need to run more than one instance of a program

I prefer to decide that myself. Very often I want to refer to one .blend file (look at settings, etc) while working on something in another, which can’t be done on mac without setting up several separate installations of the same software, which is silly, but necessary if that’s what you want to do without going to the command line every time. Also, I think that in principle if you can do it by the command line you should be able to set things up to do it from the desktop. (Maybe you can… but I’ve searched quite a bit for this and haven’t had any luck).