annex2nothing.com

Blender Overview : Limitations

 

Although there are others, here are some of the main features that you may miss if you are used to working with maya.

 

  • Alphabetical listing only in the outliner. This means naming conventions become very important if you like to have a certain order to the scene.
  • Moving the pivot point or center of an object could be more interactive and less cumbersome.
  • Poor Normals support. This is especially a hindrance when working within a games production pipeline. Some nice ideas can be found here…. http://blenderartists.org/forum/showthread.php?259554
  • The final limitation that is worth highlighting at this point is that there is no multi object editing. Within maya it is possible to select several mesh objects and then enter an Edit or component mode on all of them at the same time. Treating them almost as if they were one mesh.

The closest Blender can come to this last point is first joining the objects, do the edit, then separate them again. Which in plenty of circumstances is not ideal and it’s unlikely that this part of the mesh system will be changed anytime soon either.

 

BUGS!

So blender can be buggy, it’s a constantly evolving piece of software and at times it can seem like it’s in a kind of permanent beta, especially with all the new features that get added.

It is wise therefore to save frequently, it is also helpful to report bugs when you find them by going to the help menu in the info window and then selecting ‘report a bug’, this then opens a web browser to the bug tracker. Often it is possible to get very fast resolutions to the problem.

 

DOCUMENTATION!

The documentation unfortunately isn’t the greatest, but is improving all the time, especially under the rendering sections. http://wiki.blender.org/index.php/Doc:2.6/Manual

For example some sections can be missing (or at least was at the time of posting this!)…
http://wiki.blender.org/index.php/Doc:2.5/Manual/Animation/Dope_Sheet

However despite it’s fast moving pace much of the user manual is still relevant and helpful in addressing problems or uncovering workflow issues and plugging knowledge gaps.

In areas of user manual drought I suggest asking the communities. Blenderartists.org is the main hub for this.

 

So that was the bad news! I hope it hasn’t impacted your day! Any other points you’d like to have mentioned here? Either good or bad?

Thanks for your time!

 

Here’s a link back to the list of all videos in this Blender Overview series….

blender overview

Tags: , , , , , , , ,

  • M Ferdiansyah S

    Great article. One thing I really miss from maya is its hypershade. Maybe similar like node editor in blender, but it only allows us to connect material stuff in blender, where in maya hypershade you can almost connect everything. And I really really miss the radial menu in maya, which really helps me a lot rather than memorizing the hotkeys.

    • Blender do have the node-based material environment, similar to Hupershade.

      Maya is a fully node-based, like Houdini. Maya’s Hypershade is multi-use, apart from main function to adjust material in node based environment.

      Blender will be more node-based in some areas in near future.

      • It is very true that Blender is improving all the time and the potentials are endless!

        Currently the areas of Blender that use nodes are Particles, Materials, Textures & Compositing.

        I expect any mesh manipulation nodally might be some way off, but please let me know if there are any other relevant things to add to the post here.

        Thanks for the input!

        Aidy.

  • Thanks! And yes – The hypershade very good point! I will add suggestions such as this to the main article shortly!

    Regarding the radial menus, you might like to keep an eye on this thread over at blenderartists, it may be of interest!….

    http://blenderartists.org/forum/showthread.php?267414-Pie-Menus-%282-66%29-Update-01-09-13&highlight=piemenu

    Thanks again,
    Aidy.

    • M Ferdiansyah S

      Wow, that’s a nice post on blenderartist. I can wait to see them in blender.

      And as Jimmy mentioned, I really hope that blender will be using more node based system for most part. I find it really usefull when doing rigging when I was using maya.

      Cheers

  • Something that can help with the bugs (or just some lost works due to not knowing this.):

    1st, While it doesn’t tell you to save before you close, if you open it again, you can press the “Recover Last Session” button on the Splash Screen (you can even select the option “Keep Session”, on your user preferences and it will open your blender with the same file it used before you closed).

    2nd Blender has an autosave by default, and you can set the time between them (then you can press the “Recover Autosave” and search for the last one, or the one you want).

    3rd When you save, Blender saves your file in the .blend and puts the last save in the .blend1, if you save again, it will save in .blend, put .blend in .blend1 and .blend1 in .blend2, and so on and so forth . It saves only 2 versions by default, bu you can setup to 32 backups.

    4th When saving, if you want to save different work iterations (lie file_01.blend, file_02.blend) to make it even more safer along with the .blend1, .blend2… files, you can just press “+” on the save screen and it’ll increase the number in the name (e.g.: from file_01.blend to file_02.blend).

    Sorry for the Wall of text, but I hope it helps the fellow Maya users 🙂

    • This is a great contribution Raphael, many thanks.

  • Mark Tomlinson

    Thank you for doing this Aidy, coming from Maya to Blender I have found some things tricky but doable and others unfathomable your videos have helped clear up a lot of questions.
    I too am starting to use the Blender defaults as the Pseudo Maya shortcuts seem to limit Blenders workflow too much.

    • Much of this is a combination of either an answer to the confusion that I initially experienced and the remarks of colleagues that I get to give it a try!

      That’s great that you are starting to see the benefits in the Blender defaults, it took me far too long to realise! haha.

      It’s great to hear you have benefited from me putting this together, hearing that definitely makes me feel like it was worthwhile! I really appreciate you saying so 🙂

  • It seems like they’re developing an equivalent to “Project Curve on Mesh” in Blender:

    http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide#Knife_Project

    I think it’s still under development, but can do the thing you wanted to do.

    • Awesome! Thanks Raphael, yep, that looks like it’ll do the trick in a couple of clicks! Great find. 🙂

High quality tuition and resources for low cost, free and open source creation software