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    NEW FEATURE -NAMED LAYERS
    Builderdigikiller
    OS
    DateOct-1-07
    TypeExperimental

    Description

     

    Blender now has layer naming capability.The new layer naming UI is fully syncronized with the Blender's current layer system and is fully compatable.This feature also has the ability to save the layer names in the .blend file so that they are intergrated into the user's workflow.The UI was kept simple.More features will likely come later.Also as of now, only scene layers have the capability.In the near future bone layers will have layer naming capability.

     

    Looking forward to feedback.Please give it.


    DownloadBuild!!



    Blender Foundation's Chaos and Evolution Training DVD by David Revoy

    Comments
    Mike
    Awesome! Love the new feature. Hopefully the bones will get it too - that'll really make complex rigs easier, like Mancandy.
    Jedrzej_s
    Layer naming capability is very cool :). But I don't see it at Blender SVN: http://lists.blender.org/pipermail/bf-blender-cvs/

    Will it be in BF Blender 2.50 ???
    venomgfx
    Please, if it's not BF, then use the "Experimental" tag for this kind of builds.

    Thanks, downloading! =)
    RNS
    Can this built be intergraded with the new particle systems?
    Fracus
    GREAT!! this is the way.. :-)
    Jedrzej_s
    digikiller
    Jedrzej_s
    digikiller: Maybe will U do a patch for NAMED LAYERS ?:

    http://www.blender.org/development/submit-a-patch/

    Regards :)
    Digikiller
    The patch has been uploaded to the patch tracker since early
    Monday morning.
    Meneer de Peer
    I can't find any new patch for layers, could you provide a link to the page in the tracker? :)
    Digikiller
    Go to page 4 in the patch tracker.
    Digital FX Artist
    This sounds like a very cool tool. I come from a Maya and Lightwave background, so naming layers is a common thing to do. One thought I had is getting rid of the current layer system altogether. I will explain the way I thought about doing it...

    From what I understand, layer systems are a way of organizing you scene. Since you are just organizing, I thought of a different, or maybe not so different, way of doing this. Create a layer data block in the OOPs Schematic, this is similar to the object data block. By doing this you can create and name as many layers as you want in your scene. Next, you would add objects to that layer. When you do this, you are connecting the layer data block to the object data block. Now the layer data block can "influence" the object(s) visibility, whether it's clickable, renderable and any other attributes that an object has; essentially everything the current outliner gives you. In other words, you can turn an objects, or in the case of layers multiple objects, attributes off or on using that layers restriction column in the outliner. Layer data blocks would not take absolutely control over the objects restrictions, you would still be able to turn each object on or off individually. But, if you wanted to turn all of the objects connected to that layer on or off at once you could do that with the layer restrictions. You could also "toggle" the objects connected to that layer. For example, if you had 3 objects connected to a layer with 1 off and 2 on, you could hit the toggle switch on the layer and it would turn on the 1 and turn off the other 2. I'm kind of getting into features other than the most important but it's still an interesting feature. One more thing I just thought of, you could even connect a layer data block to another layer data block, giving you a layer hierarchy.

    Just simply some thoughts.

    - DFXA
    Digital FX Artist
    This sounds like a very cool tool. I come from a Maya and Lightwave background, so naming layers is a common thing to do. One thought I had is getting rid of the current layer system altogether. I will explain the way I thought about doing it...

    From what I understand, layer systems are a way of organizing you scene. Since you are just organizing, I thought of a different, or maybe not so different, way of doing this. Create a layer data block in the OOPs Schematic, this is similar to the object data block. By doing this you can create and name as many layers as you want in your scene. Next, you would add objects to that layer. When you do this, you are connecting the layer data block to the object data block. Now the layer data block can "influence" the object(s) visibility, whether it's clickable, renderable and any other attributes that an object has; essentially everything the current outliner gives you. In other words, you can turn an objects, or in the case of layers multiple objects, attributes off or on using that layers restriction column in the outliner. Layer data blocks would not take absolutely control over the objects restrictions, you would still be able to turn each object on or off individually. But, if you wanted to turn all of the objects connected to that layer on or off at once you could do that with the layer restrictions. You could also "toggle" the objects connected to that layer. For example, if you had 3 objects connected to a layer with 1 off and 2 on, you could hit the toggle switch on the layer and it would turn on the 1 and turn off the other 2. I'm kind of getting into features other than the most important but it's still an interesting feature. One more thing I just thought of, you could even connect a layer data block to another layer data block, giving you a layer hierarchy.

    Just simply some thoughts.

    - DFXA

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