@Lommbard
Right.
So here comes the end of this app. It can’t do the very basic things.
Someone coming from other apps, asks for this in the first place, and in the first place he-she leaves blender, laughing.
“You told me to try blender. are you serious? “they” were right, it’s a completely wrong app, stay away”
Do we enjoy this fact? Do we?
You know what? I think I’ll report it as a bug, we all have to. They won’t accept it, but I will report it again and again. What a shame…
It’s more a missing feature than a bug actually, when i was looking for addons that could have been used for that, i noticed the Edge Tools addon from there :
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/EdgeTools
It feature a function named Extent, when you select an edge press W -> EdgeTools -> Extent , it extend that edge, and if you press F6 to access the Extent setting, you have field to enter the -exact- measure in Blender Units (and so in meters) for that extended edge.
Something that is lacking from the scale edge operator function unfortunately
So it shows that it’s very possible to add such a field for the scale edge function, when you press F6 after pressed S to scale the edge, instead of having to deal only with X/Y/Z scaling proportions and manual calculations you could have an “edge length” field that would be then user friendly and fast to use.
I agree!
Not that it is a bug, but that it should be in Blender. It shouldn’t be hard to implement this. I mean, we can use a calculator to manually calculate the scale factor we need to make the edge the length we want. If we can do it, Blender should be able to do it.
To size an edge, you can create an orientation (ctrl + alt + space) then use local orientation (shift + 1 numpad) then position the cursor to a vertex of the edge , scale to 0 the other vertex (with 3D cursor as pivot point) then grab the other vertex to the desired distance (G+zz+ distance).
@BoFZeVampire
LOL, yeah. Many ways to skin a cat.
But, let’s be serious. It’s quite ridiculous. By any aspect.
Blender is not a cad tool. It should be a little, somehow.
Even setting the exact size in object mode, having to apply ctrl+A it, even this is ridiculous as a workaround. But this is the only practical method we have.
about scaling an edge to exact length: This is NOT an essential feature. Even in AutoCAD I use it very rarely and there is always a way how to deal without it. Blender already has quite good precision modeling tools (better than 3DS, almost the same as Maya). I even cannot imagine a case when it would be handy to uniformly scale the edge to exact length. If you need it, you usually scale it only in one direction.
I think that there are much more important features than this…
Yeah, we rarely need it. (but I had to have an answer on a question of a newbie here.
On the other hand something annoying.
Holding control to have snap to the grid… well. Why it does not snap to the grid itself?
Why do I have to use so many clicks workaround to snap an edge to the visual grid?
I have a rectangular, I pick an edge, I can see the lengths, I would like to move it as length n cm. I can do it easily but approximated.
I even cannot imagine a case when it would be handy to uniformly scale the edge to exact length. If you need it, you usually scale it only in one direction.
It’s difficult to explain many other cases related.
But why I should care about 3dmax or maya?
I think that there are much more important features than this…
Indeed, I will keep asking for a better multires modifier by example. And on everything related to blender sculpting-dynamic topo-retopo-texturing-baking workflow.
But. there are many people involving with blender coding, someone may have some interest on such matters.
On the other hand, many people searching for an interesting alternative to the almost dead SketchUp.
SketchUp indeed, just remembered it, we have a good bevel tool now…because of sketchup bevel addon actually.
The problem is, that the “simple” tool you are asking for is not so simple to design. If you are missing one CAD-like feature right now, you will definitely miss many others sooner or later. It can result in quite big UI mess. So you should better tell us what is your idea to implement this feature because I cannot imagine right now how to implement CAD tools into blender without making the UI too complicated…
Btw. architects usually make precise models in CAD apps and then the import them to the Blender, so IMO it’s more important to have proper dwg/dxf (and other formats) importer than other cad tools direct in Blender…
And another thing: Blender has very poor NURBS modeling right now, which also prevents him from being used as a CAD-like tool. And this is not gonna change in near future…
OK, don’t use bevel, it came, adopted from a such cad like application.
What about an extrude through a path tool?
Like the curves one we have (bevel object). If I use mesh lines converted to curves, extrude via another path etc, it’s not precise in many cases (90º corners for instance)
To import badly triangulated topology from other cad apps. to have to weld vertices, fix normals etc is not a good workflow.
All my 3d life is full of such, obviously wrong workflows.
I much agree in more development on importers exporters, starting from the basics, the obj importer exporter. A fast one written in C. One that can import export n-gons among others.
Don’t worry SaintHeaven, michalis always wins without arguments but by saying that you are spoiling everything and all that… And michalis, your super invention of sculpting with Uv’s is very creative but that doesn’t give you any type of superiority to win an argumen8t. So proud you are about it that you bring it every post almost. C’mon…
OK -IP-
So this is how it goes…
Well, my previous “invention” (LOL because I didn’t invent displacements, neither UV mapping) came from another argument, about prometheus artwork. This workaround was my reply.
Now, we’re facing another argument on the disability of blender sculpting. So, in a few days, wait my next real reply. Another intention LOL.
This is how I reply to nonsenses. I’ll try to keep this policy if you don’t mind.
So, anybody can insult another, spoiling his words completely.
We’ll see about it.
Its ok, Its already become quite obvious that he dubs anything he doesnt want to agree with as “nonsense”, as though he is ultimately right in all things and everyone else is some how, not right and thus full of “nonsense”. Maybe hes not used to talking to people who are old enough to have an intelligent conversation, who knows. I’m sure he will write this off as “nonsense” as well. In fact thats ripe for an internet meme.
Ok back to our regular scheduled programming.
Every time I see his posts I get the impression he doesn’t quite understand what people say, or what he’s saying himself. I could understand that if he had just started learning English, but it’s been almost four years since he joined and English is not that hard.
I don’t think you’re an idiot, you’re probably just busy with real work. English is not my native language either and I still have trouble picking words that fit well within stylistic context and occur with the right frequency, so I can somewhat relate to your troubles. But still, it’s remarkable how little you’ve improved (and you have improved, your posts are mostly intelligible now) over four years, writing three posts a day - that’s more writing practice than most people get.
Also, I wasn’t trying to insult you and it baffles me how every time someone disagrees with you, you interpret it as an insult. At that point in the conversation the insults really do start flying around, but that’s irrelevant. This is really offtopic, so I’ll shut up now.
Blender 2.67 r56934 on Windows, can anyone confirm that the regular behavior of dragging the headers to resize windows and the corner splitting is broken? Just downloaded a build from buildbot and tried to see if a suspected bug was there, and now can’t use the areas as I should.
edit: guess that is a non-issue since the new download of 2.67a has no such impediment
In the info menu I see “blender render” , “blender game” and “engine”. “Engine” is not selectable.
Does Cycles depend on another setting.
‘Engine’ is just there as a label
If you don’t see Cycles Render, enable the cycles addon in the User Preferences / Addons
Thank you, I found nothing in the release notes about it.
I’m wondering if snap to grid would be easy to implement. It looks like snapping is actually just moving by increment. I don’t know why call it snap at all.
Maybe that’s why they actually called it snap to ‘increment’.