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Edit new mesh

Posted: Mon Jan 16, 2006 8:42 am
by Jacks_Depression
There is a slight problem I have been having. When I create a new mesh it automatically kicks my to edit mode. The first thing I want to do with a new mesh is position it in the environment then model it to scale with its surroundings. Wouldn't it better to create a new mesh and leave it in object?

Posted: Mon Jan 16, 2006 11:28 am
by nemyax
You can use the cursor to specify the location before creating the mesh.

Posted: Mon Jan 16, 2006 11:59 am
by joeri
Auto edit mode was introduced in blender 2.18, I've hated it since then.
It's an example of "thinking for you" that blender should avoid.

I guess it's there because there is no "add mesh" only a "add cube".
Some people want to start creating their own mesh and can only do this by adding a cube->enter editmode->remove all faces and start creating. For them the removal of "enter editmode" makes their workflow faster.

I can imaging this can be improved by adding the "add mesh" option which will create an empty mesh in edit mode, and change the "add cube" back to only adding a cube. I do wonder what visual feedback is needed to tell the user something has happend when an empty mesh appears.

Posted: Mon Jan 16, 2006 12:12 pm
by matt_e
joeri wrote:Auto edit mode was introduced in blender 2.18, I've hated it since then.
It's an example of "thinking for you" that blender should avoid.
I agree. My workflow when adding objects generally involves: Add object->Tab->Alt R, and then I start doing things. But I do like it screen aligned when I add geometry within edit mode already.

It was actually one of the biggest problems the Dutch Film Academy students faced when we gave both of the tutorial sessions here at Montevideo. Getting the hang of edit mode and object mode was one thing, but they lost track of it all when adding objects, because the command does something (something that's quite big) that's not explicitly specified by the user. The users told blender to add a cube, not to change editing mode, so they didn't even realise that it had changed.

Posted: Mon Jan 16, 2006 6:14 pm
by z3r0_d
the first thing that happens when I add a cube is I subdivde it, delete half, and exit edit mode to mirror it
[I ought to be using the new mirror modifier though... but that isn't relavant to this discussion]

however, I've been using blender since 2.22 or 2.23 so it isn't awkward how it works for me.

[btw: if you add a circle or uvsphere but cancel the inputs [take your cursor off of them] a mesh will be created with zero verticies]

Posted: Mon Jan 16, 2006 10:53 pm
by Jacks_Depression
When I first opened blender, I didnt know there is an object and edit mode. My first mesh ended up with a bunch of meshes that I wanted to be objects. At that point I hadent found the key that turns the selected mesh into an different object. So I ended up deleting it and starting again. (it wasn't that good anyway)

I should really get into the mirror technique z3r0_d talked about. Less margin for human error :)

Posted: Tue Jan 17, 2006 2:25 am
by teachtech
Yep... it's the first problem I have when teaching students Blender. We start with creating objects, then move into editing them. So basically i have to constantly remind them that they need to press Tab after every new object they create. I have to agree with Broken. I need to be out of edit mode after creating an object more than I need to be in edit mode.

I'm not sure why, but some students pick up on the edit-object mode thing right away, some people keep asking why 2 objects are joined together for weeks and have a tough time with the edit mode concept.

Posted: Tue Jan 17, 2006 3:27 am
by Jacks_Depression
It's similar to the flash concept of movie clips. Those who have had flash experience would probably have no trouble with it once it is explained. That would probably be why I had no problem with it on my 2nd mesh. I just needed to know it existed.

Posted: Tue Jan 17, 2006 9:06 am
by joeri
Object <> Edit is the most important part in blender.
Nowaydays most 3d suites still have modes ( Model / Animate / Render ). And blender always tried to stay away from modes except the Model / Animate ( Edit / Object ) one. So automatic switching modes is good for some NaN power users, but maybe should be abandomed for todays use.

I'm still pondering on how to implement good 'modes' or user-skills or 'expectations' or something... Some people use blender for game character modeling and others to create a 10 minute short. Some been using it for 10 years and others 10 minutes, I'm not sure one interface fits all these needs.
Or rather, I wonder how the interface could fit more needs. At some point the keys on the keyboard are going to run out (haha, that was 4 years ago right?) and we'll only get more questions on our screen (popups), maybe at some point we are going to need modes?