Blender Quick Favorites

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Basa Benejan

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Aug 4, 2024, 11:24:56 PM8/4/24
to ringderplendli
YesI know.

But the Quick favorites seem to be saved with the userpref.blend.

I can easily delete all the entries in my quick menus, no problem at all.

Try it out, create a backup copy of the userprefs and than delete the original file. The quick favorites are gone. At least when there is a config folder in the unzipped blender folder. That was why I was refering to that.


Hi, as far I know these settings are stored in user preferences not startup.blend.

I spoke with a dev and he fix auto save user preferences for quick favourites.

The next build should include it.

I will check on edit mode quick favourites.


I know how to delete them but nothing works on the other items since its show faulty code. It wont show a righclick context menu on those items. I tried digging into the use_pref.blend but have not found yet where its saved. I think its somewhere in the file which we can see. I also check blender api and data in outliner. Didnt find anything related there neither.


Hi,

not knowing for whicht buzzwords to search I start a new discussion.

Is it possible to color objects dynamically by scanning their ifc-pset-data in blender bim?

As ist is possible to use BlenderBim as an IFC-authoring Software that would be quite neccessary in order to keep an overview on which objects already have been edited and which objects not have been edited. Visual auditing of course is another need in that case.

Thank you and best regards, Matteo


We're working in Vectorworks and Solibri and in both of them we have tools to create sets for graphical override, which dinamically do change the color of objects by their attributes, Data.

In the picture "Bauteilbenennungen" for example I got all building parts colored by their object type (wall, slab, covering, window, door,...)

In the second picture I got them colored by their specification after their DIN Norm classification...

In both, Vectorworks and Solibri (Archicad for example has a similar system) i can switch between these sets for graphical override quite easily.

Sth like that would be great in Blenderbim as well, at least the possiblity of creating more than one set for an ifc search which I can refresh with a shortcut for example (as I am afraid, that enabling refreshing that color override dynamically could be a little more challenging)


The quick favourites helps, but you're right, what you're actually after is something like smart selection sets / groups with filtered definitions. This has been on the todo list for a while! I'll be sure to take note and bump it up the priority list.


cool, "Q" works (sounds a bit mysterious in my ears somehow, but never mind)

however now I want more than one quick favourite, both basing on the same custom pset, however with two different attributes (Material and craftsmanship (in order to define which kind of craftman will work on the building part)

However I can only create one quick favourite of that type :-(








Quick Favorites se ha convertido en un valioso aliado para m a la hora de modelar algo en Blender 2.8 y versiones posteriores (especialmente en 2.83 alpha, que es la que estoy usando para trabajar). Se trata de un atajo para combinar todos tus comandos favoritos dentro de un solo men que aparece presionando la letra Q, el cual vara de acuerdo al modo en el que te encuentres. Por ejemplo, tus quick favorites en el modo objeto sern diferentes en el modo escultura y en el de edicin.


No te molesta que siempre debas ingresar a un men para realizar una accin rpida o debas hacer un super combo con las teclas para hacer hacer algo relativamente sencillo? Pues en lugar de eso simplemente puedes abrir el men, seleccionar, por ejemplo, el comando Mesh>Normals>Flip y dar click derecho sobre este y seleccionar Add to quick favorites. As cada vez que necesites invertir las normales solo debes presionar la tecla Q para acceder al men con todas tus funciones favoritas. Puedes hacer esto con los mens y las herramientas, pero por desgracia no puedes hacerlo con los items de la bsqueda. No parece pero puedes aumentar significativamente tu productividad a la hora de trabajar en un modelo por el simple hecho de que las herramientas que ms usas estn a una tecla de distancia. Acciones que suelen tomar 6 o 5 segundos sern instantneas.


Edit Mode: ya que el edit mode se usa para modelar de manera tradicional mis atajos estn a manipular los puntos y los polgonos cuando creo un personaje o cuando estoy optimizando una malla para impresin 3D.


Sculpt Mode: al esculpir necesito acceso a las funciones de mscara lo ms rpido posible, ya que los proyectos de escultura, en mi caso para impresin 3D, pueden tomar muchas horas y cada segundo ahorrado es valioso.


Puede que tus quick favorites sean diferentes a los mos, y est bien, esa es la idea. Lo importante es que optimices tu entorno de trabajo para que te concentres 100% en lo que importa, el arte. Hasta la prxima.


Recently we've been testing a workflow for speeding up the retopology process for film productions. This article shares the tools we've created and how to use them.

They are still prototypes and need more polish. But even in the current state it's useable in productions.


Other forms of retopology are not really the focus here, even if they could also use what's shown in the article.

Like more specific and static subdivision topology and real time rendering triangulated topology and very generic background assets.


The problem this article tries to solve is:Letting the artist focus on key loop placements and automatically distributing all other filler topology. This is solved with these features:


You can download the node tools here: retopo_tools.zip.

Add them to one of your asset libraries. More info in this detailed tutorial on node tool assets. They should then show up in the Edit Mode header menus and the modifier list.


Add the "GN-visualize_mesh_pinning" modifier to your object to see the pinned geometry. For now only open mesh boundaries will automatically be pinned and appear as blue. Tweak the size sliders in the visualize modifier to your liking.


Mark edges with various colors depending on what function they serve. Use Seams, Creases, Bevel Weight and Freestyle Edges.

As long as you know what they mean. This will also make it easier to reselect them later on.


Once you're happy with the general topology select the marked edges again via "Select Similar" (Shift G).This way they can quickly be marked as pinned and optionally with proximity loops.For the proximity loops it's best to "Bevel" or "Loop Cut Offset" the marked loops.


One of them is Attribute interpolation.

Currently there is no way to disable attributes from being passed onto new created geometry. So if a two vertices are marked as pinned, when making a loop cut the vertex in between will also be pinned. Not ideal, so I recommend to add pinned vertices late.


There are also no overlays for custom attributes. That's why the visualize modifier exists, and also why it's good to use other native attributes like Seams to visualize and reselect edge loops.

But crucially it means the modifier visibility is separate from the Overlay toggle and edit mode. A bit annoying when hiding geometry and switching modes.


The relaxing behavior also has issues. That's why there are options for different methods and the Advanced "Pin Loop Ends". If something doesn't behave perfectly it needs some trouble shooting.


And lastly the workflow is limited. It would be great to keep the modifier enabled all the time but this will easily end in jittering and geometry going crazy.

Ideally the relaxing would be selectively applied automatically in a way that only the placement of pinned loops and vertices matters. But that isn't possible yet.


@Oscar David Barrero Daz It was not yet part of the Alpha builds sadly.It's currently being redesigned to work differently.It's just something that was tested at the same time as these retopology tools were made in the studio.


@Julien Kaspar I am already using this retopo tools in some projects and it is mind blowing. I hope that this overlay of materials can arrive, it is something that I have always missed. Do you have any plans to add a tool similar to retopoflow's strokes or what is done with bsurfaces to generate large patches of polygons by drawing on the surface? Because if something like that happens, I think blender will be one of the best retopology tools without needing to rely on addons to speed up this process.


@Oscar David Barrero Daz Yeah that would be great. Mostly this would be up to the Blender developers. There are some other ideas but for the studio side the pinning and relaxing tools are for now the extent of the scope. Glad you like it!


Thank you for the amazing tools.But it seems I can't use Edge menu (Ctrl E) and Vertex menu (Ctrl V) to pin selected vertices and edges. Those options don't appear in the menu. Tested on 4.0 and 4.1 alpha. What am I missing here? -Image2-J1-Lpv.jpg

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