As much as I love blender, I hate it SO MUCH whenever I have to work with many objects at once.
If I have 100 bones in a chain and want to turn off deform, I must manually click deform off for each and every bone.
If I want to select 100 objects in the outliner and turn off visibility, I have to click the eye icon for each and every one.
If I want to apply a modifier to 20 obejcts, there is a hacky little menu that lets me copy the modifiers of the active object to the selected objects, but that’s not exactly an elegant solution.
If I have 10 objects selected and hit the tab key, only the active object is editable, not all the objects at once like I want.
I can think of many more examples, but in a nutshell, if an entire selection of objects shares a common setting and I edit that setting, I would expect that setting to be changed on all the objects at once. Or if I add a modifier or material with 50 objects selected, I would expect that modifier or material to be applied to the whole selection, not just the active object.
The outliner is practically useless due to it’s inability to multi-select (box select doesn’t count as it doesn’t actually select anything, and the right-click menu doesn’t appear to do anything either). It has such amazing potential for scene management but as of now it’s not good for much of anything.
I don’t really know what it is about Blender’s underlying architecture that prevents this from happening, but I was wondering if the dependency graph project might allow blender to have functionality like this. The speed-ups in workflow on large scenes would be simply amazing if blender worked this way.