Since blender has several undo possibilities… the only one I really feel that is missing is an undo for delete…
I just deleted the wrong object and now I need to reload the saved blend file to get it back …
A quick undo for the last deleted obejct would be really fast in this case…
I agree, I’ve done that myself. I read somewhere that one reason (or maybe the only reason) for not having undo is in the interests of performance. But, the whole mesh functions have an undo and I don’t see any lack of performance.
Deleting asks for a confirmation of the deletion. Confirmations are made to let you check if you really want to do the action.
IMHO, undo systems have made people lazy, always going forward without second guessing what they are doing and then at some point “oops, I didn’t want to do that”.
Just had to say that. It’s not particularly directed at you in any way.
IMHO, undo systems have made people lazy, always going forward without second guessing what they are doing and then at some point “oops, I didn’t want to do that”.
I have to disagree. I think going forward without not knowing what you’re doing doesn’t equal laziness. It’s just experimentation. It’s a good way of learning, because rather than read about it in a manual or tutorial, you’ve actually tried doing something for yourself… which seems opposite of laziness, to me.
I agree with Rhysy 2 completely…
It’s normal workflow… and I think that an addition of this option will increase the ease of use of blender a whole lot… I mean… if it’s added… you don’t HAVE to use it … but you can…
MHO, undo systems have made people lazy, always going forward without second guessing what they are doing and then at some point “oops, I didn’t want to do that”.
This is too hardcore/old school IMO theeth… well… everybody has their own thing I guess… I won’t argue that, but it gives me the ‘dos box’ feeling
Every package has this options… so why not blender…
In your Link and Materials tab you can select the mesh from the datablock again. (if it’s the only object and doesn’t display just add another mesh object)
I agree that undo/redo would be useful, as would a macro capability. The previous n designer actions, and the previous states of the world, are kept in a queue and the user is able to not only undo and redo, but also repeat them. This would not only be useful for coping with “aww, - :o !!” … but also repetitive %| actions.
I sort of agree, I have actually said that myself in the post of Maya vs Blender I think. Another good reason for not having object history is in the case where it tangles in with the animation. In Maya, if you don’t remember to delete history for certain objects, the software actually animates with the history nodes and that can make the scene very heavy. I also don’t think there’s a way out either except re-animating the whole sequence. I hated that.
I definitely find with Blender I pay more attention to what I do because there is no safety net as it were. But, I do make mistakes like accidentally select an object behind the one I’m deleting and get rid of that. Although there is a dialog comes up, it only says “delete selected object” not “are you sure you want to delete your lovely mclaren f1 model you spent hours to make and not the test cube you positioned behind it”. In that case a simple step back would be nice or even the name of the object being deleted in the dialog.
Personally, I get along ok with the autosave feature and I actually try to save 3 versions just in case I need to revert further back. I only ever see one file, though. Is that a bug?
my solution is to manually save every time i make a major change. I also disable auto saving which would be redundant. when I’m all through, and everything is as it should be in the final blend, then I usually go back and delete most of the blend mass that has accumulated.
The devs can’t win, can they?
There was no undo, and people were quietly complaining, but they add mesh undo and suddenly “why isn’t there undo for everything?!?!?”
Relax
My understanding of the situation is they’re working on it, they made the mesh undo so they could get the system working, and now they work on spreading it around. They just put the mesh undo into blender when they had it finished, because there was no point in not putting it in.
At least, that’s what I assume happened. Anyone back me up/correct me here?
Lol… these things have always been there, just not like windoze. It’s a matter of thinking like Blender. The coders are just busy implimenting the windoze ones, but I still think the Blender ones are more efficient.
my way is to make a copy every time I make an “unundoable” change, like curve>mesh, and dump all the copies in layer 10. But this only works with single objects.
When converting to mesh, I always keep a copy of the original, especially if it’s a surface or a curve.
Back to the object deletion thing, always remember that deleting the object only deletes the actual object, not the object data (mesh ,surface, …), the IPOs, materials, whatever that are merely unlinked. All you have to do to relink them is create a new object of the same type and relink all the datablocks to the old ones.
Whaddya know, that works too. I didn’t know you could do that. You just have to make sure that your scene is as you want it before you quit because I think quitting Blender flushes these unlinked objects, right?