Snapping & precision modeling improvements
#66337
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opened 4 years ago by mano-wii
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75 comments
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main
temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
temp-vert-normals-cleanup
temp-move-geometry-to-cpp
tmp-vector-template
drw-gpu-wrapper
temp-geometry-nodes-extrude-and-scale
temp-scale-elements-node-test
temp-usd-udim-import
temp-copy-on-write
temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
temp-usd-preview-surf-export
soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
temp-interface-region-search-cpp
temp-enum-socket
temp-link-portals
temp-unity-build-test
geometry-nodes-level-set-nodes
temp-virtual-array-value-type
soc-2020-io-performance
studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
temp-geometry-nodes-output-attributes
soc-2021-knife-tools
temp_test_sc_keymap
cycles-x
temp-field-visualization
soc-2021-curve-fillet
temp_bmesh_multires
temp-cocoa-scroll-acceleration-fix
temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
temp-geometry-nodes-fields
grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
soc-2013-sketch_mesh
soc-2013-rigid_body_sim
soc-2011-tomato
soc-2013-bge
soc-2013-motion_track
soc-2013-ui_replay
soc-2012-sushi
ge_dev
soc-2013-depsgraph_eval
soc-2008-mxcurioni
soc-2012-bratwurst
soc-2012-swiss_cheese
soc-2012-fried_chicken
meshdata_transfer
smoke2
tile
soc-2011-cucumber
bmesh
soc-2011-carrot
cycles
soc-2011-garlic
soc-2011-radish
soc-2010-nicks
vgroup_modifiers
soc-2011-pepper
soc-2010-jwilkins
merwin-spacenav
bge_components
soc-2010-merwin
render25
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soc-2009-chingachgook
soc-2010-nexyon
soc-2010-aligorith
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cloth
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orange
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Order of importance:
?Incomplete - Tasks needing more details before implementing.Projects
{icon circle color=red} #66420 (Snap Options: Midpoints and Perpendicular)
{icon circle color=red} #66422 (Transform: Snap to the intersection geometry with the axis constraint)
{icon circle color=yellow} #66423 (Edit Mesh: Improve 'AutoMerge')
{icon circle color=yellow} #73591 (Transform: Snap to the visualized cage of the edited mesh)
{icon circle color=yellow} #66424 (Transform Tools: Perform on a base point)
{icon circle color=yellow} #66425 (Tools suport for extended modes: Knife and Bisect)
{icon circle color=yellow} #66426 (Edge and Vertex sliding: snapping improvements)
{icon circle color=yellow} #69342 (Snapping: Make 'Absolute Grid Snapping' a new Snap Mode)
{icon circle color=yellow} D2624: Allow navigating while transforming
{icon circle color=green} #66427 (Snap to Grid in Perspective View performed only at ground level)
{icon circle color=green} D5242: Rename Snapping menu
{icon circle color=green} #70865 (Support for snapping to Lattice objects)
{icon circle color=green} #69209 (Snap does not work properly with "Surface" object)
{icon circle color=green} #73031 (snap cursor to selected ignores geometry position with modifiers)
?Hot mode switch: Ability to switch snap type during using tools via hotkeys?Change the current behavior of the incremental snap (Snapping according to the distance to the snapping point and not to the grid)?New 'Snap With': Cursor?Improve look of the 'Snap With' Closest (drawing boundbox ends)?New tool for "drawing" edges on a specific offset?Support for snapping to Lattice objectsAdded subscriber: @mano-wii
Added subscriber: @MeshVoid
Added subscriber: @jendrzych
Added subscriber: @FrancescF
Added subscriber: @nokipaike
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Added subscriber: @HooglyBoogly
Added subscriber: @filibis
Added subscriber: @1D_Inc
Such a nice theme! It was was waited for a very long time)
I am maintainer of 1D_Scripts - a toolset with goal to define how CAD/snaping can be enforced in Blender 3D
I think, it can include alignation tools as part of CAD/snapping issue.

For example, a tool like 3DMatch tool
https://youtu.be/gfnX5MYXNfk
with ruler-based keys for transforms, that reqires snaps.
https://developer.blender.org/T45734#506696
Also, some feedback on proposal.
A bit obsolete, but still active.
SNAP+CAD PROPOSALS_01-02-2019.pdf
@1D_Inc, the 3DMatch tool's ideas are really good!
I can already imagine something similar to improve the features of the 3D Cursor.
But as a first stage in development I think it would be good to focus on improvements to the snap system and existing tools.
Also for this first stage, I have in mind some of the ideas proposed in the devtalk forum (later I will list and give credit).
New tools can be planned at a second stage of development.
EDIT:
(But these decisions will depend on meetings and discussions).
I just downloaded the pdf, reading now ;)
Okay!
To this time we've collected a lot of interesting concepts, that can be useful.
A lot of them were tested during different types of production.
That will be awesome)
I am both an architect that maintaining a lot of CAD addons, and baroque modeller, so I can observe problems for both CAD/organic modeling,
so I've tried to structure all those problems in a single table for overview.
Does this looks truthful?
Thank you, it's well organized and descriptive.
It is good to see that the proposed improvements are in common agreement.
I will use it as a reference to improve the description of the task.
I didn't understand what you meant by "Base point support -> [2 and 3]point Alignation".
I think he means rotating/aligning/moving an object by defining three arbitrary base points which define three axis, and then specifying three other target points which define the position for the object destination, if I'm not mistaken.
You can see a basic demo at 1D_Script video
There are sets of CAD basepoint ("from-to") operations, which are characterized by the numerical capacity.
1 - point alignation (A-A') gives 1-axis basepoint CAD snapping for translation or rotation or scaling.
2 - point alignation (A B - A
B) allows 2D alignation (which is so useful in architecture).3 - point alignation (A B C - A
BC`) allows complete 3D alignationWell, 1 -point alignation (classic CAD basepoint "from-to" snap behavior) for moving/rotation/scaling is the thing we are fighting for decades.

There were a nice refrence proposal for basepoint operations that was already mentioned there.
https://developer.blender.org/T66424
Currently Blender doesnot performs basepoint snapping, and object snapping is looking like that, that makes impossible to snap, for example, instances precisely:
So we all have fingers crossed =)
2-point and 3-point have higher capacity, so it requires a separate generalized tool to design, that will perform such alignations.
We designing the shape of such a tool for a long time, as a research (it is shown on GIFs).
Direct writing of such a tool can be out of scope the current development, but I put it in a table to make the review of problems completed, leaving less blank space in a map, and to show, that they are parts of one system.
Who knows, maybe it will lead to some API changes, that will make writing such a tool easier.
Added subscriber: @NikitaAkimov
Nice concept) Basepoint alignations is always very useful, but it seems, it can be implemented as extention mode of default tools.
But of course! All of them are, basically, parts of the transformations!
Now I need to sketch some)
Oh, God. That's actually gorgeous!
I've spent some time to sketching, and figured out, that this generalized system is possible to be implemented as extentions to default tools!
All this years, since 2012 I've been trying to figure it out, making different tools like 3Dmatch, Sideshift, 3D Rotor/scaler, finding awesome solutions by Okavango and other developers, and, finally, combined all of them!
Here is that proposal, a solution, that unifies everything:
SNAPS_B.A.S.E. proposal.pdf
I made a copy in the relevant topic.
https://developer.blender.org/T66424
By the way, what do you think?)
Do you like things happening on GIF's?
Added subscriber: @Voronium
@1D_Inc This is pretty close to how I'd envision things, if we ever get something even remotely like this that'd be perfect.
A few comments that come to mind:
On rotate with 3 base points
RB3I'm wondering if rotation should be performed around A instead, as in you specify center first, then base point then target.I think it is default behavior on some "industry standard" CAD applications, and in terms of workflow there is less "jumping around", because you specify the base point and the target in sequence, rather than jumping to center in between.
With rotation operators can we still freely combine axis constraints with these new systems? What I mean is are we able to arbitrarily do
R X BorR B Y, or three points withR B 3 Y?Just wondering, even if we can't this already a great improvement
Thank you!
Agreed, most of applications have such behaviour in that order, but it is a bit hard to draw such concept - if to try, you will get BAC angle, or inverted ABC, that can be looking pretty much confusung, so I proposed this order to make sketch of concept most reable.
It is just looking more clean on still image)
But yes, order can be changed to industry standarts in that case.
For sure!
Also, there is still no preference in axis placement order - here is still possible RB3-Z, R-Z-B3 or RB-Z-3 with the same result. Only RB3 part is in certain order.
Also I thought about RB3ZZ for locals, but it seems to be fixed in 2.8, so Z always uses current coordinate system, and there is no need in doubling it.
That sounds great, perfect from my point of view, hope it supports all object types properly, especially bezier curves and empties with dupligroups.
Nice to hear that)
That will depend on realization. I also interested in supporting mesh editing mode as well.
Just one small note that came to mind now. Using
2or3as hotkeys keys for two or three base points may cause conflict with introducing absolute values for rotation (as in 2 our 3 degrees).If those only work after pressing
Bfor base point that the chances for collision are reduced, but you still lose the option to rotate by value after defining base points (not sure if it was planned to be supported).Still, if we could come up with different keys it would avoid possible limitations down the road.
Yep, that's why
Bwith straight orderRB3was brought to proposal.I've tried to get rid of it at first, but it clearly splits tool's behaviour between default numeric input and geometry-based Basepoint input.
So, that's the key to whole solution)
One of the mentionable problem, I were also thinking about, is that it is a bit discomfotrable pressing GR2Z for multiple times in a row, for example, during 500 windows to wall alignation.
But if this task appears such often, it will be much better to script this shortcut for a separate simple tool locally.
So, it will be nice if API part of B.A.S.E. proposal will allow making such scripting easier.
Besides modal maps, if these were also exposed as operator options for the move, rotate and scale tools, we could even define custom key map entries for direct access to any desired combination of base points
Added subscriber: @candreacchio
I know that this is more for development purposes, but precision modelling does bring up a certain topic which is not really covered by most 3D applications (apart from Rhino)....
The precision of the world, is reduced further away from 0,0,0 you are, which for a general scene is fine... The problem that we are running into, is working with CAD diagrams, which are georeferenced, means that we have to preprocess the CAD to work around 0,0,0, rather than to work in their native mapping method. To put it in perspective, a project we are currently working on, we have moved the diagrams from 371000,6600000,0 to 0,0,0. becasue working at 371km by 6600km away from the origin is way to inprecise.
I hope this 'precision modelling' improvements, improve the accuracy of scenes not based around 0,0,0. Or being able to set where the actual 0,0,0 is behind the scenes etc.etc.etc. or able to increase the precision (not sure if blender works like this but using double over float) would help aswell.
Even if this brings benefits to precision, it would bring regressions to memory and performance. (And would require a lot of work to get it done.)
In theory, to remedy the memory problem, we could just turn the matrices (of viewport and objects) as double precision. This would convert local coordinates (single precision) to global coordinates in double precision. Thus objects could be moved over long distances.
But that wouldn't solve the performance problem (which is hardware dependent) and changes of this kind can result in many bugs for older graphics cards with limited double precision support.
So it takes much more convincing arguments for developers to start such a task.
For sure. That's the problem of computer system's capacity, and it cannot be fixed.
Professional CAD systems (like autoCAD) have about 8 digits of precision before and after dot.
In practice, if it is too far away from origin in AutoCAD (about to 10e16), at some point it starts to behave like values doesnot have digits after dot - even cursor movement "snaps" to grid of integer values, as it uses all available 16 digits for integer part of coordinates.
Professional mesh systems like B3D, Maya, 3DSMax, C4D always have about 3 digits of precision after dot, that shrinks accuracy at lesser distance, bringing jitter to values, but it also brings a huge perfomance boost for animation and art.
That's why they can store so much geometry in scene, comparing to AutoCAD.
I produce baroque models scaled up to 100 times - that allows to aviod jitter of thin edges that are lesser than 0.001 after saving file.
We also working with 50km squares with precision of doorhandle, so we just setting some point with round value as zero (for example, x =357000, y =756000) and using this vector for translations between CAD and any mesh editor.
This is the only way for computer systems available today.
Writing CAD engine with PBR support for Blender is definitely out of scope for current task.
Added subscriber: @dgsantana
Added subscriber: @nBurn
For single precision-floats (what Blender and the other mesh systems use), the rough guide I go by is 7 digits (figures) worth of precision. In other words, you should be able to store all 3 values below in Blender without losing a digit.
I made a "digits of pi" script to test this out when I was working on my first version of Exact Edit (Exact Offsets).
Well, python's math is not the way blender stores data.
In practice, everything below 2-3 digits after dot is risky even if it is near to scene's origin because of jitter.
This is not related to Python math. The data you have access to through Blender's UI gets rounded before being displayed. This happens because values like
1.2are easier for most people to understand and work with than1.2000000476837158(or 2^-22 * 5033165). All major 3D packages do this with the floating point data in their UI to varying degrees.You can verify the above by entering the bottom 2 numbers in my last post for coordinates in Blender's UI (Blender will not let you enter
1234567.0because that exceeds the max value it allows for coordinates,10000).Go into object mode, select any object in the 3D view, open the "N panel" and for the selected object's "Location" setting enter
123.4567for the X value and0.1234567for the Y value. After you have entered those values, Blender's UI will show them rounded as something like123.46and0.12346(do not click on the Location number entry boxes again because Blender will mess up your values).If any BF devs are reading this, why is it not
if input_string == displayed_string: return unchanged_float?Anyways... with those 2 values entered (and without selecting a different object), switch the editor over to Blender's Python console and type (or paste) this into the console:
bpy.context.object.location[:2]Now press
Enter. This is what Blender will return:(123.45670318603516, 0.12345670163631439)Note the full
1234567part of the values you entered is still there in both numbers.Added subscriber: @ugosantana
Regarding the key sequence described to call basepoint grab/rotate/scale, I have a suggestion:
1.If we call G: start grab command;
1.1. Traditional grab command will start working the same way it is today
1.2. If we call B: blender waits for a basepoint wih a mouse click
1.2.1. If we click in a second point if moves the object
1.2.2. If we call B again (after the basepoint was clicked): blender waits for a secondpoint
The ideas Paul described above, such as 2 and 3 basepoint transformation, would be incredible for architectural work. Although I agree that a big sequence of keys is annoying. I think we could hit B before each basepoint until a maximum of 3 so blender would understand which command we want. Another thing is that it would not create confusion with distance (2 or 3 units)
Another thing is: if we could toggle on/off basepoint transformation would be great. If I could toggle it on, I would use almost every time grab with 1 basepoint.
A third thing that should be considered in the “precision modelling” is the ability to toggle on/off orthogonal only transformations. It would work just like ORTHO on AutoCAD. For me, I need to hit X, Y or Z all the time when I’m moving an object.
That's, actually, interesting idea) For further conversation I will replace "setting base point with click" with "+" sign. That means
GB+B+ (instead GB ++) will bring 1point from-to translation
GB+B+Z++ (instead GB2Z ++ ++) will bring 2point
GB+B+B++++ (instead GB3 +++ +++) will envoke 3point alignation.
I like this concept, because B key clearly defines that user want to set a basepoint, and how much of them.
Similar type of behaviour I've designed for F2 tool, where single F key builds different types of quads, depending on selection context.
This behaviour brokes on R a bit. There is no RB2 between RB and RB3.
It is not critcal, that means that blender can just wait for 3rd B point after 2nd to finish operation.
Scaling is a bit controversial.
It will became SB+B+B+ to define SB, and SB+B+B+B+ to define SB2. It is longer, and also means, that there will be jump between 3rd and 4th "B+" action. Also not critical, if expected.
Some problem can cause defining operation for repeat, for example - RB3Z is a "name" of function. If to make function that repeats latest transform, it can show that it currently repeats RB3Z action.
Unnamed invoke can also cause problems with tools description.
Also like ability to set different type of snaps for different basepoints during evaluating - for example GBV+BE+BF+V+E++, where V, E and F - switching vertex, edges and face snap type.
That will be not possible, if to bring alignation extention, but it will available with "repeat last transformation setup" function.
Sounds interesting.
Anyway, GX is the most clean an simple syntax, that's, actually, good, need to think about it.
Also, main tread about basepoint alignation extention is located here:
https://developer.blender.org/T66424
Added subscriber: @Okavango
I second that. Although MMB in the general direction of wanted axis does this pretty good at this moment. It is one of the most efficient Blender's modeling features.
EDIT: i removed the suggestion for the otho snapping, it is not usable in this case, sorry
Added subscriber: @xdanic
Added subscriber: @ermo
Added subscriber: @justastatue
Added subscriber: @PiotrKudzin
Added subscriber: @cedriclepiller
No snapping at the center at the face?
Added subscriber: @EjnarBrendsdal
This is very exciting.
Remember that rotating and moving the viewport when transforming is essential for this to be a succes.
It's simply an impossible workflow if you can't zoom in to precisely pick a point to move from and then zoom
out too where you want to place it...
Exactly my thoughts.
Added subscriber: @Dimitar
I would also like to to mention how exciting this work is. And also how important to enable moving aroun the viewport while doing transformations is to a typical cad workflow.
Speaking of viewport navigation, we have RMB for pan from professional modeling layout.
This brings one of the most often used function ever (viewport pan) to one button from two, and also brings entire viewport navigation to one hand with mouse.
Hope this will also be taken into account.
Added subscriber: @Jaydead
Added subscriber: @Russ1642
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Added subscriber: @Zeirus
Closed as duplicate of #73993
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Added subscriber: @IihT2cWA9xiP30BsYphz3EiEISNoScoe
Added subscriber: @kursadk
https://developer.blender.org/T73031 should have higher priority in my view, it just looks and feels like it is broken.
Added subscriber: @VupliDerts-2
Added subscriber: @Michael-Drake
Added subscriber: @apprenti90
Added subscriber: @Yuro