Rayek
Well-known member
Of course, in B there is no need to switch between the three at all if the user turns all three selection modes on at the same time. Saves a lot of time having to push keys (or the spacebar)Switching between poly, point, and edge mode goes by far easier with a spacebar action than doing the same in blender
And there is no need to activate any transformation tool either because all three transformation gizmos can be active at the same time as well. No keyboard use required either.
Definitely something to improve on in Modeler.
The issue for me is that I am fixed on the lightwave Quick model focus workflow, while in blender you have to be aware of the scene, object, and edit mode while constructing the model, I just feel more comfortable to do simpler things, fast in lightwave modeler with a focus that doesn´t need me to be aware of it´s context in the same way as in blender, constantly need to be aware of where the mouse cursor is to zoom in, same with selections..feels more easier to get to the point in Lightwave modeler, selecting points, copy and paste in to layers, not collections..which I am not a fan of, though they probably hold some advantages.
That could be chalked down to familiarity with the software, but also the core difference between LightWave and any other DCC out there. LightWave is a split app. The others are unified. It remains LightWave's Achilles' Heel, no matter how it is looked at.
The advantages of a unified app heavily outweigh any perceived complexity of the use thereof compared to Modeler or Layout as single running apps.
Besides, if simplicity of GUI is required, it is possible to create a dedicated custom workspaces in most DCCs and filter out unwanted functionality. On top of that all DCCs feature an isolation mode to focus on 1 or more objects while editing those - something not directly or conveniently possible in Modeler without workarounds.
I agree Modeler is "simpler". In my opinion that is more a case of lack of functionality and due to the split of M and L:
- it lacks non-destructive modeling options
- it lacks object awareness
- it lacks a sculpt mode/sculpting tools
- it lacks options to combine simulation tools to model things For example, cloth sim, or just drop things in a sim. Or add particles/hair and convert to geo. It lacks integration of all these things. (FiberFX is a separate dialog and has its own viewport!!! Why?!) )
- it lacks geometry nodes
- it lacks basic 3d painting tools
- it lacks camera-based and scene-based modeling. It lacks cameras.
- it lacks volume modeling tools
- it lacks lights so it is not possible to directly model around a light setup and preview the result in (semi)real time
- it lacks the option to edit geometry based on animation and vice versa
- it lacks VPR or a similar viewport-based (semi) real time rendering to model while previewing the full result (yes this is quite handy sometimes!)
- and other known interoperability modeling workflow issues that pop up regularly in the LW community
- and more. A Grease Pencil, for example.
Now, some of these things have workarounds and indirect solutions in LightWave. Many do not or require external apps to solve them. Or plugins that add non-destructive modeling, but only to Layout.
The core difference in a unified app like B, C4D, or Houdini is that when the user works on models and scenes, they have the option to seamlessly switch between all these things in the modeling process. Obviously with such a broad range of tools available to the user to create (parts of) models, it adds extra levels of complexity. And yes: if the built-in tools do not suffice to reach the wanted quality, external tools will still be important.
But in return it adds SO much more scope and variety in modeling workflow and approach. Modeler feels incredibly outdated compared. Often we REQUIRE that seamless workflow awareness of scene and model.
But if that perceived simplicity of UX is required, it is still possible to vastly reduce an unified DCC's modeling UX by introducing a dedicated workspace. Cinema 4D is a good example of that: a workspace can be customized to create a Modeler look-alike. Houdini is very configurable in this sense as well. Blender is almost there, but is in dire need of custom tool filtering and the option to split the property panels (or hide selected ones at the very least).
The new LightWave team is working on integrating geometry nodes in Layout. But once again there is that disconnect with Modeler: how will it work seamlessly with Modeler? Answer: it cannot (probably). Ideally those geo nodes should be available in BOTH Modeler and Layout for a seamless workflow.
But that will never happen, I predict. Two different code bases, of which even the viewports are still not consolidated. The split between M and L in LightWave will continue to hamper its development --its proverbial ball and chains-- as long as it exists.
So my wish would be a unified LightWave. And it's not in the cards for a long long while.
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