4 ms·
I've used them all. And I mean all - from early 90's onwards. 3D DCC apps settled on a common UI patterns in the early 2000's. Blender isn't among them. Years,
by Keyframe 10y ago
I've used them all. And I mean all - from early 90's onwards. 3D DCC apps settled on a common UI patterns in the early 2000's. Blender isn't among them. Years, heck now it's decades, of different operating systems, computer architectures, applications and Blender still baffles me. It's not like I'm not open to learning new and radical UIs. Take Zbrush for example. It's completely foreign, but you can power through it and be done. There's something about Blender that makes this hard, and I can't explain why.
- DiThi 10y ago> Take Zbrush for example. It's completely foreign, but you can power through it and be done. There's something about Blender that makes this hard, and I can't explain why. It's quite the opposite to me. Blender has sensible names (object, mesh, scene) and a few somewhat weird ones (armature for skeleton, shape keys for morph targets). You can search any action with space bar. You can customize keys and set left click as default for selection. With zbrush I couldn't figure out. "Subtool" still baffles me. I use a AHK script to make it manageable. Sometimes I don't know what's going on (why can't I edit?) and I don't have a log of actions (like blender) to help me figure that out. The thing I hate the most about zbrush, though, is not the UI, but the lack of poly group names (changing randomly if you add/remove one) and the fact that is completely impossible to export/import more than one paint layer at a time.