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This NEW Blender 4.0 Feature Will CHANGE the Way You Model!
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- เผยแพร่เมื่อ 3 ต.ค. 2023
- In this video, we check out a new feature for moving objects with snap points in Blender! If you've used CAD software in the past, you're going to love it!
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Hi everyone! Let me know what you think about this new feature in the comments below! :)
Great feature! You can also setup Geometry Nodes setups as dropdown tools in your 3D Viewport! I believe it was on the ASKNK channel demonstrating this!
Great feature, but in CAD you can also do snaps that are pretty much inaccessible to Blender. Like snap to a tangent, circle center, or ellipse focus points. These concepts doesn't exist in Blender as lines are still lines, there is nothing underneath saying "these lines represent an actual ellipse with these properties". And don't even get me started with constraints/relations: This line starts here and is always tangent to this circle. I use Solidworks as well for my daily work, not just Blender.
Quality of life thing some probably don't realize: You can use shift to multi-select snap functions. I typically have both vertex and edge center active at the same time.
It reminds me of IronCads triball. I like the way IronCad works.
Can't wait for Blender 4!
Just a question, if it was not already mentioned: Why are you not using blenders 3D cursor as a temporary basepoint for snapping? It works also fast and I use it since years as a temporary basepoint... Just for curiosity. Nevertheless the new feature is a nice addition that avoids changing the cursors position for snapping purposes.
hi sir, may i please ask if you can share your dog model? for reference.
My 20 years of AutoCAD experience demands that I point out how *scandalously* overdue this was. It's about bloody time.
Absolutely agree
That's a fantastic change. 4.0 has a lot of great things, especially in the render area. But it's these small things that can really improve your life in an application.
Lol - honestly this one will affect my life the most - I'm so used to things working this way in the other software I use
This is a long awaited feature which should be adapted to the rotate gizmo as well. It would speed modeling up tremendously.
You're looking for the "CAD Transforms" add-on.
Yeah right now the workaround is to use the 3D cursor. But its a pain and takes forever.
Ha! FINALLY! I have been shouting from the rooftops for this feature for SO LONG! Thank you for bringing it to our attention, I was not aware 4.0 will have this feature, it's not heavily advertised.
It should be - it's a HUGE deal
me too, very long time, 3ds max had this since 2009
@@bearsoniczsonic526 I've been shouting from the rooftops for modifier stack (edit poly etc) like Max, hope we'll get that too one day. Never liked the Maya modeling method.
You could always do this in Blender in edit mode. Only change here is doing in object mode.
This is a major change to the functionality of blender. I still think I will be using QuickSnap from the Blender market because that add-in allows you to snap and select the mid point of a line of even nap to an objects origin. Not sure if Blender has those features as well but still really great update.
You can snap to the middle between two points when you enable snapping, grab an object, hover it over another object and when that orange circle appears you press A then hover over another point and press 'A' again, then it will snap the grabbed object in the middle between the the selected points.
Previously I had to change the object origin point before snaping
but now with this new feature, it's gonna be really helpful
Needed this so often in the past, now we got it finally. Thank you for pointing ot out.
Yep!
This is a massive improvement to blender work flow, especially for using it to create models for CAM.
Another issue I often come across is being forced into using percentage units for some operations. For example, I frequently find myself needing to create an edge loop with a millimetre offset, not a percentage.
Look into the CAD Transforms add-on. It does that and all kinds of other things. The "Maker Tales" channel has a whole playlist of how to use Blender for mm-precise modeling.
I gotta say that CG essentials is one of the best Blender channels out there. Never disappoints.
Glad I've been able to help! :)
This is great news. I can start using Blender as a precise software and not just "ah... that's close enough." This will be great for 3D printing, precise part models for engineering and architecture. Hoping they continue to improve this area and offer more snapping options. Autocad has the best snapping I've seen. You can select the base-point snapping type in advance: endpoint, midpoint, quadrant, center, etc, and then while you're moving, copying, scaling, or rotating you can then choose your snap-to point type mid-command so you can change your mind along the way.
Finally. Love your tutorials btw
- finally subscribed 🤙🏻
Would also love to start seeing 60sec shorts that's sums these tutorials.
Finally! Lack of this feature was reason to use other soft for tech modeling, and now I'll never ever need to alt-tab from blender again!
Oh this looks good! Will make placing assets on virtual race tracks much easier!
Sure will!
I've always accomplished this by moving my origin to a point on the object I'm moving then changing the snap setting from Closest to Active. Have also use plugin called "CAD transform".
Oh man Hell yesss!!! I was waiting for an equivalent to "move with basepoint" for ages!
This is something I've wanted for ages, can't wait for the full release of 4.0
Few more hours!
That's a great new feature!
Doesn't have to use central point, u can just press A click point and A again another point, and it will snap in between, it works for whatever amount of points, didn't tried more then 4, though :)
A cool addition. It's very much like part of the "CAD Transform" add on.
around 1:30 Im pretty sure its snapping to the origin which you can change by setting the origin to the back foot, though I agree the new system is a lot more convient.
I think I accidentally had it set to snap to face center or something like that
Quite right, this was always frustrating, requiring awkward workarounds and checks. Great to see this new feature!
Thanks for highlighting this new feature!
It'll be good if you can also set the point you want the object to move to. Like midpoint, endpoint etc.
I would really like an improvement in the inferencing engine for sure
Common sense basics have always seemed to be an absolute blind spot to the Blender developers (Right mouse click for years?? really??); all the simple things SketchUp nailed so well, they just can't seem to get their head round.
Wait, what you mean by this?
Finally! Something from 4.0 that has my interest in the 4.0 series again, even though I'm more into animation than poky modeling.
Thats super cool, and i think much needed.
Great share, Thanks!
Thanks for these videos man.
That's a great feature to have. Thanks!
Thats massive, SoftImage style snapping!!!
WOW, FANTASTIC NO MORE SETTING TO CURSOR, THANKS FOR SHARING
EXCELLENT! I do a LOT of formatting .obj car files to 3D print. This helps a BIG deal because there are times when I need to move trim for example after scaling.
I want it to go to an exact point on the car body, and I can spend a fair amount of time trying to get it in position.
Thanks so much for previewing this! 👍🏾👍🏾
Yep - total precision modeling tool feature
This is amazing, and thanks for the info
No problem!
Are they finally also allowing us to set the origin in object mode to the center of a selection at the click of a button?
I am sooo exited for lighting! Cant wait.
I am very excited by this as I too learned from CAD and I have to think differently when it comes to Blender.
This is getting the precise movement so much easier and great to hear that, Thanks for great content like always!
It will definitely help! :)
It's such an obvious and useful function, which other 3D design software has had for decades. It's hard to understand why it's taken this long to implement. And not just for moving, but rotating, scaling, any kind of transform. I get the feeling some key Blender devs have a real anti-CAD workflow attitude. Most of the cool CAD kind of functions are coming from outside devs. It's a shame because software like Sketchup has some absolutely killer workflow functions like this. Figuring out how to change the object origin point so you can use that in transforms . . . cumbersome, inflexible, unintuitive. You might well want to move based on one point, rotate based on several others, and scale from yet other points. It's for instance very useful to be able to move based on points not part of the object to be moved. Like based on the dimension and direction of an edge of some other object (very common).
there are multiple things that are so obvious that are not implemented at blender that at times it is infuriating.
sketchCrap is not a good software yet people are faster at picking it up because blender in that regards has an inferior UI and workflow
if the devs would have addressed that blender would have been much more able to displace an overpaid app like sketchUp in some industries easily
@@cekuhnenwhat? Blender isnt even competing with sketchup, they have very different use cases. Blender isnt even cad.
@@askeladden450 I hope you don’t try to say that sketchUp is cad now.
@@cekuhnen no, its a video editing software 🙄
@@askeladden450 good because your cad comment was amusing
i encountered that kind of problem too. but i use Edit Mode and activate the vertex snap to move objects in a precise position.
Thanks a lot for information! It s awesome and strange that Blender didn’t yet tell about this
Nice, been using quick snap addon to attain this function on previous version.
good to see it being covered :O)
This is a nice feature, and a bit faster than current methods - it all helps the workflow. But in fact the artist can be very precise in Blender anyway. I agree it takes a bit of setup with the origin, but the default snaps are nice, and there are some nice addons with a ton of functionality. Projection snapping is something I use a lot to align separate walls - reminds me of using Maya over 20 years ago - that wasn't CAD but you could still be very precise with it. But this is still most welcome.
this the artist can argument is wrong. blender can do things but with way more labor involved - period.
and that is not ideal - as an artist I have to work fast and efficient and not slow and click intensive !
@@cekuhnen If the artistc can, then the argument is not wrong. It might take more time, but it's possible. Even you said it: it's not ideal. If it's not ideal, that means that's possible.
that is amazing. thank you
Awesome! Thanks for sharing
Thanks for watching!
nice snapping for shure :) looking forward to that , i dont use snapping very often because it as it is now is very dependent on what angle you view from
About time! Snapping was very frustrating before. Thanks Blender!
This is really a great new feature! I' m surprised you didnt mention or demonstrated the ability to set an axis and type the number to move, x12.3.
Exacly. This is why I chose Blender over 3DS Max. Precise, controllable movement.
Max doesn't let you move an object a set distance?
@@TheCGEssentials an object? yes. But I found it hard to move subobjects, like selected vertices, edges or faces by a certain distance in a prticular axis. Had to use helper objects. In Blender you can move any of these in the same way.
@@jarekdylewski1626 Ah - got it - I've not used Max, so I'm not ultra familiar with the differences. Thanks!
Shiiiit... I need to download it soon...and try this new amazing tools to make a better animation for my channel. thanks for your sharing brother... I love it. ❤❤❤❤❤❤
I complement my Rhino models with blender and that inaccuracy when moving was always uncomfortable but I installed the plugin Cad Transform and it worked perfect, I wonder with this update will I still need that plugin?
As a guy who came from 3ds max. this was one of the frustrating things, but one that I still miss is the ability to set the size after placing an object
Interesting - I've not used Max so I can't comment on this, but it sounds interesting
max had this for a while as an out growth of autocad back in the days with 3d studio @@TheCGEssentials
@@zubenelgennubi I didnt think of that
@@bosse-1760 you mean when adding default objects like planes and cubes? if so, i also think we need this feature. but pressing s after placing works fine too, or typing in the size in the transform or dimensions panel.
@@carlosmarx2380 Thats exactly what I mean
Just started using Blender (coming from C4D) this is pretty great but I'm always used to using the axis on the object to move things. Is there a way to show it in Blender?
Is the G-B snap point only vertex snap or can you set the snap point to, say, snap to the center of a face?
Whoa,that’s cool,I will have to move 3d cursor to the point I want and move the pivot to the cursor , it’s a big change.
Great stuf! Thanks for sharing!
Thanks for watching!
oh wow i NEEEEDED this a few months ago. This is truly a game changer for my work
:)
CG I have 4.1 Alpha up and running and have built a plane for Phoenix flight simulator. I went to export the obj and I noticed there is no wavefont obj legacy export function anymore. Phoenix builder won't load it if its not wavefont obj legacy. Do you know if there is a plugin or something for it?
I can import the obj into blender 3.41 and export it again as obj legacy but its more work to do it that way.
Finally!!! Love to see this, along with the new ability to move in space while transforming an object.
Wait...where did they talk about the second thing? Because I would LOVE that
@@TheCGEssentials It's already implemented. It's in Preferences / Keymap / Toggle Transform Navigation with Alt. Actually, with Alt you can rotate and zoom, while with Alt+Shift you can pan, all while transforming your object.
@@designfreedom3651 OMG that's fantastic - that was one of my other biggest complaints about working in Blender! Not sure why it's not just enabled by default, but I'll take it! :) Thanks!
Game changer thanks!!!
About time! this functionality especially made me work mostly in max instead of Blender. Great video!
Thanks for watching!
This is amazing!! I needed that so i got a plugin that I don't remember the name and use ctrl+shift+V to use this feature. but now it is built in! thanks a lot for letting us know about this!
You're welcome!
They fixed my biggest issue with blender. Props. Near perfect software.
So excited for this feature! thanks for the insight!
Also I discovered you when you were doing Fusion 360 tutorials! loved that and love your stuff now!
@@Billionairewithacold Thanks for following me over here! I'd love to do more with Fusion, but I just don't have enough hours in the day right now
The B key doesnt seem to let you pick a vertex occluded by another object, is there a way to enable this?
I use a blender addon that does exactly this, so I'm glad it's now native behaviour.
It's about time. I'm surprised it took them this long to make something so essential.
This is great! Although I've never used CAD software, I can see why people were complaining... But this new feature will help a lot! Thanks for sharing! 😄👍
God Bless u and your fam! 🙏🩵
Hello thanks for all information do you have any video about assets for blender arquitectural.
thanks
Ahh yes finally! I love this and it will help a lot with modelling.
Literally can't wait any longer for 4.0 😅 it's going to be awesome!
Thanks!
Does this also work with bones while animating?
Blender 4.0 is coming stronger. Thanks for sharing this with us
Greetings. On the subject of animation I have a major problem. In the domain settomgs whenever the "liquid" is activated the dormain remains a solid cube on boyj the grnder workspace and final render. The "gas" however appears to be okay , it disappears on activation. Must say it is very depressing that I am unable to render my creations. Any suggestions? Thanks
Love it keep it up as always 💘
Coming from maya myself I agree with the frustrating way blender does things be default. I actually set mine so W is now move, and activates the actual move gizmo.
The other thing I hope they’ve added is a faster/easier way to change an objects pivot point.
out of interest: how does other software handle changing pivot points? doing so has always seemed pretty straightforward/intuitive to me in blender
@@evilotis01 well, i haven’t used Max in a long time, so i don’t remember how its done there, and I’ve never used c4d enough to find out, but in maya, all you need to do is select an object and hit the D key on the keyboard, that unlocks the pivot point, letting you move/rotate it to wherever you want in/on the selected object. Then once you’ve got it where you want it, you just hit the D key again to ‘lock’ the pivot in place.
Zbrush is similar, you select a tool or subtool, and just above the transformation gizmo (which acts as a pivot in zbrush) there’s a padlock icon, click that to unlock it, and you can move the gizmo/pivot to where you want, then lock it again.
@@TheGuardianofAzarath huh. thanks for the answer-i also haven't used Max in forever, and i generally stick w Blender these days bc it's free! anyway, yeah, good to know :)
ctrl+period.
so its make available to temporary change origin point? looks cool
great addition. resolves some of the issues of moving origin point before snap snapping geo to specific points.
Yeah I think you could avoid that completely if you wanted to
Can you still move around the scene once you tap "B" in case you want to change your view, or does the view freeze?
Such a simple but necessary addition.
Also coming from a cad background (architect) this is the most exciting new feature I've seen to date
wow... such a small improvement, that will make the whole modelling soooo much smoother!
Yes it will!
Cool, this like Sketchup. I think is a nice feature 👍🏻
Totally
I've been trying to get into Blender for years. This may be the thing that does it for me. (I also come from CAD).
Finally! Thanks!
OMG, I love this!!
From experience of downloaded models all objects should have an empty as its parent (as well as a collision shell, materials, etc.). So snapping to this, having moved it as demonstrated would be good. The whole object assembly can then easily be managed with the empty. Sounds promising.
Maya has edit pivot point with D keyboard shortcut since the beginning. In blender you can map the origin command to a keyword shortcut. I have it to D.
wow this will really become handy
I loved the CAD Transforms add-on, which does more but requires a bit of practice to learn. But it doesn't seem to work with my current blender version (3.6) - not sure if it is deprecated or it's something I did wrong when I upgraded. Anyway, this way seems like such a simple solution for so many tasks, looking forward to trying it. Thx for the headsup.
Watch the video again. You have to download the latest beta version.
That is good improvement
And i like your dog
Thanks!
Nice! It would also be good if you could choose multiple snap options at the same time like midpoint and endpoint simultaneously (like AutoCad).
Blender can do that, if I understand your statement correctly. Create 2 objects. Go to snap menu. For example, select Vertex, SHIFT-select Edge, SHIFT-select Edge Center, or any multiple Snap To. The SHIFT key, adds to your selection. Now press G and snap to any of those 3. Oh btw, the Snap Menu shows Mix after selecting multiple Snap Tos. I just learned about this, as well, within the last week or so from uh, somewhere.
@@kerrykaatz7343Thanks so much! I didn't realize that.
@@kerrykaatz7343 Do you have to do that for every move?
@@knight2255 I just tried it and multiple Snap Tos hold just like any other single Snap To, so no to your question. If you want the Snap To changed, edit the Snap To to whatever you choose. There's a keyboard shortcut that toggles Snap on/off but I forget what it is. Honestly, I am just a schmo when it comes to using Blender.
I`ve been waiting for a normal Snap in Blender for years))
Ok for this I would change the geometry origin to the foot and snap to surface or just dial the numbers in.. but I guess it's a good addition
When i started using blender a couple of years ago, coming from sketchup, that's the one thing that used to drive me bananas. Good to see that finally addressed.
Thank God thank you for letting us know!
Very nice, better than edit and select a vertex and put snap on the last thing you select. Good time save.
OMG, im a "life long" max user, learing blender and have been pulling my hair out trying to figure out how to vertex snap like max! Thank you for spotlighting this new feature!
Happy to help!
Yeah no that’s great, but can someone tell me where they moved the align button to?
Oh man thats so good change !!