Blender 2.57 Released — and It's Easy To Use! 221
An anonymous reader writes "Past Blender releases, as capable as they were, had learning curves somewhere between straight up and down and 90 degrees. The release of Blender 2.57 changes all that. No longer are simple features 'non discoverable.' It has more or less a completely redesigned user interface that is clean, sensible and newbie friendly (hey, I'm using it!). It has a handy tab interface for Actions/Properties such as Render, Scene, World and Object etc. Plus, it's fast and CPU friendly. I'm running the official Blender standalone binary on Fedora 14, with 2GB RAM , Radeon X1300 (free drivers) and a cheap CPU Intel duel e2200. No more more slow GUI, no more 100% unexplained CPU, just great stuff. Kudos to all who made this possible."
It's easy to use...but... (Score:5, Funny)
Well... it may be easy to use, but does it blend? ...oh, wait...nevermind
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The website apparently does :-/
I'll believe it when I see it... (Score:4, Funny)
"Easy to use"? Last time I used Blender, it was so unfriendly and hard that I thought it should have the "L" taken out of the name...
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I thought the same about 3D max but less so about Maya(which was the first 3D modelling program i ever tried)
3D modelling programs are so feature rich, any gui will seem counter intiutive in some degree.
Its really about practice, i spent maybe 3 months toying with blender and i felt i had a pretty good feel for it.
But when i first started it looked like a complete mess...then again i had the same feeling regarding 3Dmax...the difference was my encounter with 3D max wasnt very rigorous.
But really....if you k
Re: All 3D programs hard to use? Not hardly. (Score:2)
I've put serious learning time in on at least 5 different general-purpose 3D graphics packages, including Blender. Blender is, hands-down, the hardest to learn and use of any I've tried. It even beat out a hoary old beast from the late 90's I had to use for a course, which was chosen purely because it was ancient and therefore cheap.
There are those that use the excuse, "It's professional grade, and pros don't cry about difficult to use tools." Well, sorry, but that only flies when there are no alternatives.
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The thing about even the old interface is that while it's hard to learn it's pretty quick to use once you're there. I hope the new one remains as quick to use.
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Well, I learned with 3d studio max (whatever version was new in -97).
It took around one year of self learning to get in grips with the features to actually produce something nice, but I made steady progress and it was always enjoyable to learn new things.
Since then, I have also learned some Maya and some NURBS specific package I forget now.
I have tried to learn blender several times. The starting curve is just too steep. It is not fun. I once waded through the newbie guide and managed to do some basic model
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It's now only 40% hard to use.
You're A Newbie (Score:5, Insightful)
Perhaps it really is now "easy to use". I doubt it. Many moons ago I downloaded Blender to give it a shot. I installed it, messed about for a while and was totally lost. Nothing made sense in it; I could barely figure out what I was supposed to be looking at or how to draw the simplest object. I gave up cursing the UI as completely impossible and arcane.
Some time later I decided to try it again. This time I didn't even try to figure it out, I just read the Complete Newbie tutorial and did exactly what it told me to do. All of a sudden Blender made sense and seemed quick and easy to use.
So, my recommendation is not to treat Blender like other packages, where you can figure it out by clicking around for a few minutes. You're a newbie. Do the tutorial. It will definitely save you a lot of annoyance.
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Right, niche markets demand niche applications. Some tasks just aren't 'easy' by nature and if you dumb down your GUI ( and perhaps features ) to accommodate the average user, you alienate your true market.
I have always felt that production 3D work has been one of those markets.
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Right, niche markets demand niche applications. Some tasks just aren't 'easy' by nature and if you dumb down your GUI ( and perhaps features ) to accommodate the average user, you alienate your true market.
I have always felt that production 3D work has been one of those markets.
Easy != dumbing down. See XSI.
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I've heard this before about the old UI.
People told me how incomprehensible it was, but once they learned it, how incredibly thoughtfully laid out the UI was.
I hope that the new UI still has that spirit. FYI, if you are interested in 3D and want a tool that is really easy to use, try Google Sketchup.
It's pretty awesome.
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That almost exactly what happened to me. The first time I used blender, I was horribly mystified by everything in it, and I ended up making a lot of things that were utterly horrible to look at, from any angle. Later, I discovered all of the free tutes out there and I followed a few of them, and even ended up developing a couple of (very simple) models for an open source game I was playing at the time. The tutes did a great job of helping me learn my way around the app, and I was seriously surprised at how
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People assume that just because they can't figure something out by clicking around, that the UI is bad.
One of the key properties of a good GUI is 'Discoverable'. So, yeah.
The old Macintosh User Interface Guidelines from the mid-80's are now technically obsolete, but UI designers should all have a copy for inspiration.
Challenge for Blender experts UV maps (Score:2)
given an OBJ file with an existing UV map how exactly would i with the new Blender actually paint on the OBJ??
lets say you have test.obj and test.png to work with
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I agree. Blender is one of those apps where you won't just jump into it and figure out how to produce anything without some dedication and research. I've spent a great deal of time borrowing Blender books and watching endless YouTube tutorials (there's quite a few, highly recommended). You take what you learn and apply it as much as possible, and it becomes part of your vocabulary. Yes, it takes significant effort.
Is it worth it? Absolutely. Once you actually know your way around the tool, it has a way of b
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Blender is like Vim - it does not make compromises for usability versus power.
For professional purposes it does not make sense to create a program that's easy to use. Accessibility has zero value in this equation - the people just trying out thinking they can be the next Pixar would not achieve anything anyway. The people with willpower to become experts will only care whether it's powerful or not.
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the problem I've had with blender is that the UI IS CONSTANTLY CHANGING. I do on/off graphics for fun and learning, but with blender the ui is changing too often.
sure it fills a lot of tickboxes, but it's hard to find the basic stuff you'd like, grouping, axis locks, lathe objects and such. it doesn't help that they're changed constantly from ui to ui and the default colors hurt the eyes.
anyhow, so most of the time i'm using a buggy modeller from 2002 or so, that's available for free and outputs a format I
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Perhaps it really is now "easy to use". I doubt it.
Which part of redesigned don't you understand? Which part of active development is so hard to comprehend?
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do the tutorial
Can't, all the tutorials are for the old interface.
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Every release of Blender claims it has a great new UI, that *this time* the UI doesn't suck balls. Blender is like the abusive boyfriend who keeps promising you that this time he won't hit you, that he's really changed this time--only to go right back to the same old abuse as soon as you take him back.
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It's been redesigned to look like 3ds Max or maya.
I was thinking Modo... and I hope to hell it has Modo's kind of customizable UI - that would be extremely sweet (because then I can make it match the other tools in the workflow...)
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Blender sure does make Maya over priced for anything other than balls to the wall professional use.
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I never managed to figure out how to model a 3D sphere even in Blender.
Then you didn't try very hard. All you need to know is that pressing space opens the main menu, after that the basic stuff is pretty much self explanatory:
Space: Add->Mesh->UVSphere
Space: Object->Insert keyframe
Left/Right to go to the next frame
Space: View->Playback Animation or Render->Anim
That wasn't to difficult, was it? There are certainly areas where Blender gets complicated, getting materials look right is tricky, getting an overview what all the dozens buttons for the renderer do is ce
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I remember using Nendo in my preteen years to make 3D models of mechs and pokemon and such for fun. The I tried Zmodeler and was like "WTF?" I think the old Blender would have made my brain explode, maybe I'll give the new one a try.
Not just a gui (Score:5, Informative)
It is easier to use, not easy to use (Score:3)
I think the original poster over states things, while certainly a lot easier to use and learn. There is still definitely a learning curve and a few counter intuitive hotkey and mouse button choices.
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Is it easier to learn than 3D Studio Max? Is it better suited for common workflows in the long run?
That an app is hard to use is not a problem. That an app is harder to use than it needs to be is.
Re:It is easier to use, not easy to use (Score:4, Insightful)
Then you have restrictions generating from decades of previous programs - users that are used to manipulating things in particular ways, limitations of data containers, limitations in the ability to transfer data back and forth in a work flow.
Not to mention that working in 3D gets complicated fast. Not too many spherical cows in CG land.
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For real. Easier to use than previous versions of Blender isn't a particularly high hurdle. I remember starting with a Blender tutorial some time ago that started by breathlessly explaining how the windowing system worked and confidentially stated that "soon you'll be wishing all your applications worked like this". I still laugh when I think about that.
I'll give the new version a whirl next time I get an itch to try my hand at 3D again (and then quickly give up when I remember that I still have no talent).
Anonymous newbies posting release announcements? (Score:5, Interesting)
PPA for Ubuntu? (Score:4)
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That's a PPA for Blender SVN (which I've been using since like Blender 2.5 Alpha 1, and Blender's generally been 100% usable).
If you just want the release package, pick one from that PPA's previous builds, here [launchpad.net]. (Make sure you pick the right architecture, version, and target Ubuntu version.)
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If you wanna use it now just grab the binary from the Blender page, no compilation required, just untar and run.
I don't want >=11.04 or <=2.56 (Score:2)
What a rubbish Meta Article Post. (Score:5, Informative)
1st of all: Blenders UI has been OpenGL accelerated from day one. It has allways been one of the fastest GUIs in existance. Way faster and more responsive than any other 3D Tool UI anyway. The GP is talking bullshit on this one.
2nd: Blender has never [slashdot.org] been [slashdot.org] particularly difficult to use for any 3D Kit with a simular set of features. In fact, it's UI design (non-overlapping, customizable, document/task based configuration, etc.) has served as a benchmark for quite a few recent creative tool UIs in the industry (Modo 3D, latest CS releases by Adobe, etc.)
3rd: The UI has been updated, yes. But it's more an evolution than a complete redo, from a user standpoint anyway imho. Simply because Blenders UI has allready been pretty good for quite some time now. ... Allthough the arcitecture actually is a complete redo. Python driven, new Icons and new panels. However "OMG I'M USING IT! IT FINALLY WORKS!" is way overboard, exaggerated nonsense. Blender has been a kick-ass pro-level 3D Tool for approx. 7 years now. And yes, that also goes for its usability. Anybody not familiar with other professional 3D Toolkits and the learning whoes associated with this field, please stay out of this on this issue. Thanks.
4th: There is no mention of the new tools and features, which are actually worth mentioning. F.E. a particle system that rivals that of Lightwave (the industry leader in this field) with particle path editing and other goodies, Smoke and Volumetrics rendering, NLA with an extra new NLA UI, etc. This has Blender closing in on competing programms even further and will shake up the industry once again. ... Can't wait till they finally get full Renderman compatibility. That will kick some serious shit. ... Anyway, Kudos to the Blender team for this great release.
As for the GP: Mostly Rubbish or stuff that no one wants to hear. "OMG I'm running Blender on XYZ with 2 Gigs of RAM. UNBELIEVALBE!" ... Idiot.
Re:What a rubbish Meta Article Post. (Score:4, Interesting)
There is no mention of the new tools and features, which are actually worth mentioning. F.E. a particle system that rivals that of Lightwave (the industry leader in this field) with particle path editing and other goodies
Lightwave is not an industry leader for particles. I'd put them 5th or 6th. Rought order would be Houdini, Maya, XSI, 3DSMax, Lightwave, Blender, Cinema4D.
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OK, You are definitely a Blender Fan-Boy but I don't blame you for it because Blender definitely is very capable... but user friendly UI, come on, No way... I have used 3ds Max, Carrera, Bryce, Cinema 4D, Houdini and LightWave (some being demos) for a hobby and I use AutoCad and Inventor for my living and I have to state unequivocally that the Blender of 5 years ago learning curve was as steep or steeper than any of those I mentioned, of course IMVHO. Blender very capable = yes Blender intuitive= No Way
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When you say Blender has one of the "fastest GUIs in existence", I would assume you are including the viewports. If you make a torus with 200 segs both in width and height, Blender will be chugging to edit such a high density object. Selecting ring and edge loops takes at least a second in time (if that doesn't sound like much, believe me that time adds up...) 3dsmax will edit such a mesh with ease, any sub-object selections are nearly instantaneous. Also, yo
For naysayers/Maya users, this is good, trust me (Score:4, Interesting)
I tried the beta, the UI is(or rather 'can be') very Maya-ish. They actually have a 'Maya' mode. All in all, the ability to jump in has greatly improved.
Just a disclaimer, I royally HATED the old UI and was sick of people jumping down people's throats for saying how utterly inaccessible it was. Yet now I have to say they did a really good job. Windows can be broken off or split, everything and the kitchen sink isn't all crammed into the lower half of the screen and the shortcuts actually can be set up to make sense..
Great... (Score:4, Insightful)
Re:Great... (Score:4, Insightful)
Blender is easy.
3d art applications are just hard in general. There are tons of options, 3d is hard to grok for newbies.
Newbies can easily get blender since it's open source and free, thus there are many newbies like you running going "OMG blender hard." As someone who cut his teeth on 3ds max, I found Blender hard for the first hour (adjustment period) and it was all downhill from there.
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As someone who cut his teeth on 3ds max, I found Blender hard for the first hour (adjustment period) and it was all downhill from there.
I don't think that phrase can be used in the way you're trying to use it - unless you mean Blender seemed hard at first, then it became impossible to use.
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I will say Blender is the most complicated program I have every used in my life.
Have you used Maya, Lightwave, or 3DStudio Max? I mean my Samsung Galaxy S is the most complicated phone I have ever used in my life, but then all I've had before are feature free Nokias.
3D authoring simply comes with a stupidly vertical learning curve.
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I have played with Maya (animation lab on campus), Rhino (demo ages ago), and Blender, and have modeled with just code in POV-Ray. I probably used the other big name software, back when demos were easier to get. At the time, Blender was the worst of the lot. I didn't doubt that if I put some time into learning it, all the keyboard shortcuts would become obvious. However, I didn't have the time nor desire to do that. I needed a capable 3-D modeler that didn't hide simple functions like differencing objects,
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It's all about the "Hotbox" in Maya:
Right click>Select faces>Spacebar>Polygons>Reverse Surface Normals
Once you've done it once it automatically creates a little macro for you and you can just hit 'g' next time.
PS. In New Zealand, to "hotbox" means to smoke cannabis in an enclosed and unventilated space, like a telephone booth or a closet lined with tinfoil and Christmas lights.
Blender is a how-not-to GUI case (Score:2)
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According to the page that was linked to [blender.org], 2.5x does have a redesigned GUI. They use an unconventional version number scheme where 2.50-2.52 were alpha versions and 2.53-2.56 were beta, which explains why such a major change seems to have appeared with a minor version number update - it didn't, but you probably never used the 2.50-2.56 versions.
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I disagree, one of the best pieces of advice I read was, keep one hand on the mouse and one on the keyboard. A few good tutorials later (I remember the first involved modelling and texturing a castle), the alien Blender interface seemed so streamlined compared to the lengthy menu navigation in Gmax, which I was also testing out.
who cares about ease of use? (Score:2)
At the level of complexity expected from Blender, who cares if it's easy to use? The important question is if there's documentation, if it's easy to integrate with other tools (their COLLADA support is lacking), and if it's easy to develop into a pipeline. In the real world, you might not use the "render" action all the time, so who cares if it's right there in front of you?
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Aside from Motionbuilder, and (under the hood) SketchUp, are there ANY applications where COLLADA support isn't lacking?
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At the level of complexity expected from Blender, who cares if it's easy to use? The important question is if there's documentation, if it's easy to integrate with other tools (their COLLADA support is lacking), and if it's easy to develop into a pipeline. In the real world, you might not use the "render" action all the time, so who cares if it's right there in front of you?
If you follow trunk then you know Blender does integrate with OpenCollada. Right now Debian support is disabled due to Debian not providing an official [/non-free] version of OpenCollada to incorporate. Read the Cmake Files it explains in the comments.
Try the built in Python interpreter (Score:2)
I'm amazed no one has talked about this. It wasn't in the previous versions (2.49s).
It's really useful to test and develop different scripts that will save your life. Specially to make your custom import output scripts.
The overall UI change might look hard to old users but it's not that big of a hassle to accommodate and it actually looks more user friendly and still very customizable.
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My bad, I completely missed the console integration in previous versions. I thought the 2.42 change had only affected the API.
And you're right about the whole UI being in python and modifiable. The python action log is cool as well.
Thanks for the clarified information.
wouldn't 90 degrees be straight up/down? (Score:2)
3.0 (Score:2)
if it changed that much, wouldn't it be more reasonable to call it 3.0 instead?
Not quite (Score:3)
a cheap CPU Intel duel e2200"
What that really is: two cores at 20 paces.
Re:Fantastic News (Score:4, Informative)
Re:Fantastic News (Score:5, Insightful)
Gimp is an excellent example of old school window use -- where you do not blow up windows full screen, but work with overlapping windows. It allows you to work on multiple pictures at once, copying between them, without the toolbox, layer window or similar ever taking up more space. Even to/from other applications.
But to use it efficiently, you have to forget everything that Windows and Ubuntu has tried to teach you for the last decade; that you should only view a single window at a time, and that smaller windows raise on focus.
Return to the X way, and it makes perfect sense, unlike Photoshop, which takes over the screen, and then presents its windows within the master window.
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Re:Fantastic News (Score:5, Insightful)
I disagree. Breaking usability for nix users is backwards.
Did you even read the page? (Score:5, Informative)
ITs optional. You can go back to multi window mode if you like it that way!
From the page
"You won’t be forced to use it, if you don’t like single window! "
There : you have the best of both worlds
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Now, I like GIMP because of the breakout toolboxes. I put those toolboxes on the second monitor and use
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Isn't the Mac Photoshop multi window just like the GIMP? Or am I remembering that wrong?
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Isn't the Mac Photoshop multi window just like the GIMP? Or am I remembering that wrong?
Sort of, more or less. That is to say there is some similarity. You can have floating palettes all over the place ala GIMP but you can snap them together and / or put them in an 'application frame' that Windowizes the experience.
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The only thing I hate about Gimp is that the stupid toolbox and layers windows are always on top of my images. I can close the layers window and then re-open it when I want it, but I can't even close the toolbox window or it shuts down the whole application. And it's a shitty way to handle it anyway. If I could have the image windows on top of the toolbox/layers, and then just alt-tab to the toolbox or select it from the panel, I'd have no problem with Gimp at all. As it stands, it frustrates the hell o
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The only thing I hate about Gimp is that the stupid toolbox and layers windows are always on top of my images.
By default, the image window opens to the right of the toolbox, so unless you belong to the school who automatically maximize the windows, I don't see this as a problem?
And, besides, you can change this behavior, permanently:
Edit -> Preferences
Window Management
Change "Hint for the toolbox" from "Utility window" to "Normal window".
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The only thing I hate about Gimp is that the stupid toolbox and layers windows are always on top of my images.
Press Tab, that will make them go away, press it again and they will come back. No need to actually close the windows.
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Yes. Focus follow mouse. The whole "one window" thing stems from people who refuse to use focus follows mouse as far as I can tell.
What's ridiculous about the situation is the blind religious insistence that my *application* should implement a window manager. And a *tiling* window manager at that!
One of the things that this whole issue has pointed out to me is that window managers are broken. I like focus follows mouse, but obviously it isn't for everyone. So we need a window manager that allows you to
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Still, as goes for "new window placement" GIMP seems to have it set to "Obstruct as much of work area as possible". Like, there are tools where you click on the image and drag to perform action, and they open windows for extra options (like entering the parameters in pixels). And they seem to insist to open these windows exactly where I clicked and am about to start dragging, obscuring precisely the area I need visible at the moment.
Also, as I resize the toolbox (because tool option is too long and doesn't
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There's a compromise in the form of MDI, have one main window that contains all the smaller ones so when you use the application you only have the relevant windows brought to the top. Having multiple windows sounds great until you end up with multiple applications having several interdependent windows all over your desktop and it takes 5 clicks to get all the relevant controls on your screen whenever you go from one application to another.
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Return to the X way, and it makes perfect sense [...]
...for those who ever made sense of the X way. I love the interface of the current Adobe applications. It does everything I need in a sensible, accessible way. GIMP's thousand windows hell is annoying me to no end. This is the same grievance I have about the OS X's way of ripping the application's menu bar off its window and putting it on the top of the screen: I love having each thing I do in one neat box, ie.: each application in one defined window, with all its parts assembled in one place.
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Anytime anyone says "You just have to completely rethink the way you've done everything in the past," I know I'm in for a *FUCKING TERRIBLE* UI.
Tool palettes that don't auto-hide on blur (Score:3)
is it that confusing to use a piece of software if it doesn't have a full screen title bar and gray background behind the WIP?
On classic Mac apps with floating tool palettes, the tool palettes would hide when the user clicks to focus away from the application and reappear when the user focuses back. It's confusing to use an SDI app with floating tool palettes if the palettes don't automatically hide and unhide in this way and even more confusing if the palettes don't raise themselves above inactive apps' windows.
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I can see how it could lead to inefficient clutter
That's what multiple desktops are for. One for browsing, one for email, one for GIMP and its window collection, one for a bunch of xterms, etc... I can always drag stuff from one desktop to another if I want.
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Revisionist (Score:2)
I'm almost willing to bet Microsoft will "invent" *nix style virtual desktops for Windows 8 or 9 just so that MS Office gets another radical GUI change and has to be purchased again. The gimp style workflow wil
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That's what multiple desktops are for. One for browsing, one for email, one for GIMP and its window collection
Then you're emulating MDI through the window manager, and you're back to the one-maximized-application-per-screen paradigm that arth1 complained about [slashdot.org], and you lose the ability to refer to one document while editing another document. Besides, an application whose developers seek wide use has to work with the window manager that comes with the most popular operating system distribution, especially Microsoft's, not require the user to install obscure software. The most recent Windows that I've used is Windows
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The Apple Classic way was nice, but also helpful in its Window management was "Maximizing" a window went full height by required width, leaving space on the edges for the floating windows.
Ctrl+E does something close to this in GIMP, resizing to fit the image. But I can't get GIMP's resize to fit to take into account which "dialogs" (its word for palettes) are already on the screen, especially once I have zoomed in for fatbits editing.
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Good news, it's an option.
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No.... Shit. (no, not flaming you, honest... I'm frickin' impressed).
O.O
I thought they'd *never* tame that beast. I'm hoping the real thing stands up to the screenies.
(it reminds me a *lot* of what DAZ|Studio used to look like back in 1.0-1.5, which IMHO is a damned good thing).
Re:No, it is not! (Score:5, Informative)
That's pretty much the case with any real 3D/CG application - even the allegedly easy Kai Krause built apps of yore (Bryce, Poser, RayDream/Cararra) required more than just a little bit of time and effort to grok the controls (let alone the concepts behind them).
Turn a complete newbie loose on Modo, Maya (*shiver*), Lightwave, or 3DS Max... or even a totally NURBs-happy app like Rhino. I guarantee you that 60% of those newbies will give it up in disgust in less than a few cumulative hours, and at least 20% more will give up on it after creating (and perhaps animating) a few crude meshes. It simply takes some work to know what's going on in a CG app. The closest I can remember any CG app being newbie-friendly? It was MakeHuman [makehuman.org], but in that app's case it was (and still is IMHO) pretty limited in what it could do offhand.
Hell, I've been dinking around with CG apps for 10 years now, and I'm still learning things when it comes to maximizing what even my most favorite and oft-used tools can do.
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My main gripe with so many of these programs, is the function to lock yourself to an axis,
To move something along one axis, try gx, gy, or gz. To scale along one axis, try sx, sy, or sz. Granted, these are for Blender 2.49 because I'm still waiting for a PPA of 2.57 for Ubuntu 10.10 to pop up.
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Wait, to constrain x, y, and z in blender you have to actually type the x, y, and z keys? And take your eyes off the viewports?
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With Blender the useful thing is that the cursor defines the depth of the place vertex command so just place your view perpendicular to the plane you want to work on and you're automatically constrained to it.
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Shit, I wrote a chapter for an edition of Inside 3ds Max, and I hit the helpfile at least a couple times a week and IRC/discussion forums for help daily.
Re:No, it is not! (Score:4, Interesting)
I started playing with Blender a couple of weeks ago. Being a software developer, I actually wanted to spend some time improving my skills working with 3D graphics. But what fun is that without some cool models to play with?
I started by downloading Blender 2.4 but couldn't figure out where to start. I was about to give up but the shiny 2.5 beta was calling my name. I thought I'd give it a try.
I went from virtually no 3D design experience to creating my first model [imgur.com] over the course of a couple of days of periodic tinkering. It is far from perfect and I have learned a lot more since I created it, but for my first try I am very proud of it and I think it speaks to the ease of the new interface for beginners.
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Effort on Y and mastery on X (Score:4, Interesting)
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http://www.blender.org/documentation/blender_python_api_2_57_release/ [blender.org]
PDF Version: http://www.blender.org/documentation/blender_python_api_2_57_release/blender_python_reference_2_57_release.pdf [blender.org]
Re: (Score:2)
Do you happen to have the IP address for that server? I cannot even get blender.org to dns resolve anymore. I tried with several dns servers in different networks so I do not think it is a problem on my end :(