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One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.

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[-] Secret300@sh.itjust.works 176 points 1 year ago

I really hope Godot will become as good for games like blender is for 3D modeling

[-] Hazdaz@lemmy.world -5 points 1 year ago

Oh god. Please aim higher than that. Not saying that Blender ain't powerful, because it clearly is, but it's UI is just plain shit. (Unless there have been some massive improvements over the last few years.)

[-] RockHornet@lemmy.world 33 points 1 year ago

It WAS shit. Now it's the best UI (and UX) of all 3D software.

[-] EddyNottingham@lemmy.ml 8 points 1 year ago

I know right! I keep wishing all software would adopt some of it's amazing features, like hover copy-pasting, being able to right-click any button/option to set a custom keyboard shortcut for it, being able to type maths into any numerical field, etc.

[-] AdrianTheFrog@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

I keep going into Google slides and being annoyed I can’t just use G R and S to manipulate objects

Edit: And I love how in Blender, ctrl-z will undo/redo selection. I hate spending so much time selecting things just to misclick in other programs.

[-] Koordinator_O@lemmy.world 2 points 1 year ago

Selection beeing part of the undo/redo is sooo good. One of the best things in Blender.

[-] ilmagico@lemmy.world 1 points 1 year ago* (last edited 1 year ago)

I tried learning it some time ago (months, not years) and I never cussed so much in my life... maybe I'll just get the hang of it eventually, but let's just say, first impression on the UI is not good.

[-] barsoap@lemm.ee 7 points 1 year ago

Being intimidated and lost is completely normal given that it looks like this, and there's probably not a single person on the world to have ever used all of Blender's features.

Watch the whole Blender 2.8 fundamentals playlist, things get way easier once you know what to ignore and what UI conventions blender uses as well have a rough overview of the feature set -- because that allows you to ignore even more stuff. Then figure out what you want to do, figure out a workflow, customise the UI to make that particular thing convenient (remapping a couple of keys when you need something often, leave other things you need twice a day in the menus, etc), and bob's your uncle.

Last, but not least: Unless you come from another 3d program and absolutely can't be bothered to re-train your muscle memory use right-click select. Your index finger is going to thank you, it's also a better UI convention in general as it leads to way fewer misclicks (selecting instead of manipulating or the other way around). Personally, I use space bar for the context menu (the default is play video which I rarely use, and if then shift+space isn't exactly awkward). There's also plenty of extensions focussed on particular workflows, e.g. F2 is very common if you do mesh editing, I also use machin3tools, especially for mode switching.

All major general-purpose 3d packages have a feature set so large that it can't possibly fit onto keybindings, and you can't pick them up like picking up a word processor. At the same time it's professional software used by professionals who want to be fast and efficient, so the optimal UI isn't "intuitive" (as in: dumbed down) but flexible and customisable. Blender's defaults aren't bad for some basic work but ultimately you will find them lacking, that's not because the defaults are bad but because they are a compromise between 10000 ways to use the program. Ask three blender users how they use blender and you'll get fifteen answers.

[-] ilmagico@lemmy.world 1 points 1 year ago

Thanks for the pointers!

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this post was submitted on 24 Sep 2023
1415 points (99.4% liked)

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