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Posted: Mon Jan 31, 2005 5:27 pm
by slikdigit
you realize you can shift-click the edge/vert/face selection buttons in the header, and get to a "all", or perhaps "modeless" option? then selecting the closes element indeed works.

Posted: Mon Jan 31, 2005 6:02 pm
by joeri
slikdigit wrote:you realize you can shift-click the edge/vert/face selection buttons in the header, and get to a "all", or perhaps "modeless" option? then selecting the closes element indeed works.
No I did not. Good call!

Posted: Tue Feb 01, 2005 11:02 pm
by mzungu
On the save rendered image subject: Why can't the user turn on a toggle that automatically saves the render buffers to temp files, so they're retrievable in case of crash? (Or accidental quit, which I've done sometimes... without realizing I haven't saved the latest... (why doesn't blender prompt me to let me know I've not saved, btw?)) Then f3 just copies the temp file to the name/location given in the window?

Also, why only 2 render buffers? Why can't I specify how many? And why do I have to manually jump (j-key) between them to switch for the render to be placed there? Why not just render to each sequentially, then rotate thru the list (say, if there's 8 or 16 buffers...) and only use the j-key to change which is currently displayed?

I agree, too that the "save" ought to be a button right in the render window (f11).

just my two cents... sorry... didn't mean to rant on there :oops: ...

Posted: Tue Feb 01, 2005 11:12 pm
by joeri
The J key is to compare images. So if it cycles truw a buffer list it could overwrite an image I'd like to keep. AE has a 'snapshot' and 'display snapshot' button, that's more like what this J key is about.

Saving an image in case of a crash, sure. You'll never be able to make this image again, but if it's the final version and you're happy with it. Or do you want to use it as a guide to rebuild the crashed scene?

I don't mind a list of post production buttons in the render window, save can be one of them. But if you use the dispview you've got what you want: file->save image (F3).

Posted: Wed Feb 02, 2005 4:27 pm
by mzungu
The J key is to compare images.
Yes, but it also changes which buffer is "current"
So if it cycles truw a buffer list it could overwrite an image I'd like to keep.
Which is exactly what it does all the time now if you don't manually change buffers with the j-key. If it were to automatically cycle thru a list of say, 16, then you're much more likely to have the one you'd like to keep still in there. Further if these buffers were written to temp files, and if they weren't overwritten by another project, (maybe give each project its own subfolder in the temp folder?) they could be retrieved when the project is re-opened later, making it easier to "catch up" to (remember) where you were in the project if you happened to leave it for a while. Then when opening an old project you could just hit f11 and the j-key would cycle thru your 16 most recent renders of that project, giving you a visual review of your progress so far. The f3 save would then just save the current buffer to the desired location, and any of the past images could be saved in this manner. Don't you think this would be handy? (Note that the j-key would not set which buffer was currently rendered to any longer, just which is viewed/saved. (?) )
Saving an image in case of a crash, sure. You'll never be able to make this image again, but if it's the final version and you're happy with it. Or do you want to use it as a guide to rebuild the crashed scene?
Well, its just that once f12 is hit, the previous render in that buffer is gone for good. Maybe I wanted to save it and just forgot, or forgot to switch buffers, or whatever. Some users can be very scatterbrained sometimes... I know I often am... my mind on other things... the idea is to get the computer to do as much for the user as possible, including remembering sometimes... :)
...a list of post production buttons in the render window, save can be one of them.
And maybe a couple of "arrow" buttons, left and right, to allow the user to cycle thru the buffered images?

Posted: Fri Feb 04, 2005 5:53 pm
by mzungu
Hope I didn't rub anyone the wrong way on this... didn't mean to "highjack" this thread or anything! :( Just throwing these thots out there to see what others might think about them and to keep discussion going about these features and say what I think "would be nice" to have in blender... anyone agree or disagree? Is it too hard/impossible to code this stuff? Uses too many resources (disk space / memory / bloat code)? Just not useful enough to implement? Thots?

Posted: Fri Feb 04, 2005 7:38 pm
by joeri
I gave my thoughts.
I think how you work is not how most of us work.
I always keep versions of files to be able to re-render.
And memory compare is enough for me.
Cycling truw 16 images that I cannot reproduce (only save-> why not save them in the first place?) seems not a feature with high- priority to me.

Posted: Fri Feb 04, 2005 9:22 pm
by mzungu
Hey, thanks joeri, for replying. Yes, I guess you're right that putting something like this in would only benefit a few, and that those benefits would be somewhat ethereal. It would only be a feature of convenience, really. I tend to get carried away with ideas that I think would benefit users. Low priority - definitely... I do appreciate the response... good to hear another perspective, as always.

Posted: Thu Feb 10, 2005 2:58 pm
by joeri
Modo now uses 3d information for v/f/e selection:
http://www.luxology.com/education/tips/ ... Modes.aspx

Posted: Thu Feb 10, 2005 4:54 pm
by -efbie-
that's what i explained. They have face / edge / vertices mode that you activate by right clicking on an element. That would be nice :)

Posted: Thu Feb 10, 2005 10:42 pm
by joeri
-efbie- wrote:that's what i explained. They have face / edge / vertices mode that you activate by right clicking on an element. That would be nice :)
And fast. And no popup. Overall 10 points. :)

Posted: Thu Feb 10, 2005 10:51 pm
by -efbie-
I offer a pack of 6 'Chimay Bleue - Grande réserve' to the coder who implement this feature and comes to the next blender conference :)