 How is it going? This is Blender today live number 62. We're live from the Blender animation studio slash Blender Institute slash Foundation slash the whole building here in Amsterdam. It's 5pm. We're transmitting live. So please ask your questions in Blender.Today you will find a thread where you can ask there and we'll try to to to answer them towards the end of the show because there's so many things this week. There has been improvements in the user interface in the outliner in the animation department. People often say that the animation side is just left apart but actually there are improvements. But often I'm not like the best person to to show them or some of them are like in some constraints and so the don't worry there are improvements. So it's everything OK of the sound of them and the video and stuff. It's fine. I'm just came back from the barber. I am looking super super sharp for this just for you. But the least today the least that I have of things to show you like look here's a sneak peek of what I prepared for today. It's like insane. So let's get to it right away. First not the Blender like news as in the Blender software but upcoming news of what will be eventually hopefully if the students of the Blender of the Google Summit of Code are good boys and they deliver like they did in the previous years. The Blender Foundation has been accepted and there is I think I believe it's eight projects that are going to be part of the Google Summit of Code projects just to go fast on it. Through it is a bevel custom profiles. So for beveling for modeling that's awesome. Next Julian Iso core support of virtual reality headset through Open EXR. So the VR world is very hip nowadays and it's even getting more especially since many companies are investing in it. There is Oculus. There's also the one that got me excited is the valve the valve index valve index. And it's not that I'm doing Albert times or not. It's just that they're going to support Linux from day one. So that's why I love them. Yes. So the all the VR handling of the input and the view port itself and performance is going to be improved by Julian Iso. He is a developer that has been working on Blender for a while now. There are many good things in Blender thanks to him. So it's in good hands. Then Omar Ahmad is going to take an it's going to improve cycles and even for procedural content creation. So for the into prove the workflow for technical sharing artists with adding a bunch of notes and dynamic socket socket hiding for notes that will be super interesting. And yes, just you can read the whole description. Outliner improvements by Nathan Kradok. There is already many patches on these regards. I don't know exactly what's going to cover for this particular project. But Yiming Wu last year he had so many good demos of the LAN PR engine for Blender that the one that draws lines on top of the of the viewport basically so you can have very nice line detection. So it's like freestyle, but it's not freestyle. And it's super awesome. It can work together with freestyle. Then plot simulation improvements. Always welcome. And then Intel Embry VVH for GPU. So basically speed goodies. So super exciting times. Let's see what what comes soon enough. And the Google Summit of Code in the past has brought us like Sergei, for example, Sergei Shaving the developer that now is handling like half of the coding Blender. He came from one of the this project. So it actually sometimes it works out really, really well. So to for new developers to get involved and for existing developers to improve their current and current workflow tools. Exactly. Yes, so much love in the here. Awesome. In the in the chat. All right, let's let's get to it. So I'm gonna size this properly. And let's go first, like we always do, through the user interface improvements. And then some outliner there. There has been like, improvements in cycles and EV. It was just committed like four minutes before I I think this this version of Blender that I opened, didn't have it. So I have to close this one and open it again, because I compiled and it has a new a new settings. So let's let's get through it. So I have here my list. Let's see. So first, the bigger one, the one that you will probably notice at as soon as you open Blender is the animation editors now have these the top like the scrubbing area now is at the top. So the keyframes and everything. It's up there. It's also an area where you can just click and drag. So if you're with a tablet is very handy. Or also if you're using the left click select. So you also find it very, very handy. It's a change that affects all the animation editors and the sequencer. So if you're in the video editing world sequencer, then you can see it. So it looks much more like any other software. There also has been a few improvements in how it looks. It looks much nicer now, thanks to one of the developers that takes care of all these small details everywhere. The other change in the animation editors is that the, for example, when you have the let's open an actual animation file from here from coming on this three. So if I'm in the graph editor, you're gonna see it that I see the, okay, the scroll bars were on the right. Now they're on the left. There must be something wrong. Let's open a new file. If that if that's a case or here. Wow. That's interesting. That file that I open is from 2017. Who knows? It's super old. And he had the scroll bars on the left side. But the new or like from now on when you work on it is when they're gonna appear on the right. Actually, they appearing on the left were wasn't really didn't make any sense because everywhere in blender you have the scroll bars on the right side, everywhere, even like in the text editor in the everywhere except in the graph editor had them on the left. Also, they were overlapping with the numbers now they got split. Now you only have the numbers on the left which are still useful. There were some suggestions to put them on the right side. But I believe they're more handy on the left because sometimes you have like drivers or like you're zoom in and you want to see the numbers there. So that is pretty pretty neat as well. Then the markers now the marker line when you have one, they they always show up by default. In the previous versions, they you have to go to the view menu and enable show marker lines. But now they're enabled by default because without them they are done really. Like the markers are at the bottom and the frame numbers are on the top. So without them is hard to keep track, especially if you have like a large animation editor. The background color of the scrubbing area is called scrubbing area region. It's you can change it from the user theme settings on graph editor on any other any editor has its own is called scrubbing marchers, marchers, markers region because it also affects the one underneath. So you can make it pink, of course, and it will affect both up and top and bottom to save some of the properties settings. So how is everything? Is everything okay? So much love 600 people watching. Okay, not me or not nervous at all. Right. More UI more interface changes. Last week, I explained I showed the how the settings and of your active tool, especially in brushes, for example, when you're working out, when you're working on vertex paint, white paint, any paint, grease pencil, they would show on top bar. But if you have the top bar hidden, you will also have them in here in the tool settings. But sometimes it wasn't very, very handy. What if you want to use like full screen, like complete full screen, and just no distraction, you know, you turn off your phone, it's late at night, you just put some music and you work. Well, you can still enable with tea, you can still enable the sidebar. And then with n, there are the three categories which I explained last week. But now the tool area also shows the settings for the active brush. So you can have very handy things. For example, like the top, you can put the top all the way here. If you're use it all the time, this one, we can hide it, we can put it there. Then the brush, for example, textures, you can do pretty much everything from here now full screen without anybody, anybody bothering you, except your cat, if you have one, then that's quite of a big change. But yeah, it means in a way that now you can have these settings here and also here, which is duplicate, but okay, if you have both, then you have to I would rather pick one, but I think it's nicer for some settings to have closer to the viewport. Some of them you don't, you don't need, especially if you're like modeling, you don't need them to be all the way there on the, for example, on here on the left side, if you're changing some of these settings, you can change them from here. But it actually makes things a bit easier that it's closer to the viewport. All right. Next, more user interface stuff. The sidebar icons, these icons now is a small thing, but now they also get dimmed when you are when the when the before they used to have like a bright color always 100%. And that was a bit too strong and made like the icons scream at you. So now we're taking the colors and also make them a bit dimmer if they're not active. These buttons up here, they also got a category. So they are white by default. But if you want to change them in your theme, previously they will have the text color. Now you can change it from the user interface section in the theme settings, icon colors, and then you can change here scene. So right now it's almost white, but you can make it pink, of course. And that that's a small addition, but it helps to keep things very nice, customizable. Then another setting that you're going to find here is the icon border, which is basically a outline, a dark outline around your icons. So if you have zero, then you see it's pretty, pretty clear. If you have one, you will see that there is a dark outline. And if you get to see it, let me make this bigger. So here, for example, you get to see the outline around the let's make it two. Did you know that this slider goes up to two, but actually you can click and press four. And you can get a very useful four times as big interface. But hey, it's possible, right? Try doing this with a regular interface in the other softwares. So anyway, you can see the colors and you can see the outline there. And then you can see how the these size, the icons resolution doesn't hold up. So let's go back to to regular one point to resolution. There you go. So pretty neat. This setting, the outline setting is off for the dark theme because it doesn't it helps in a in a way but also makes them a bit fuzzy. But where they really shine or stand out, it's with the dark theme. So if you enable the dark, sorry, the light theme. So if you enable the light theme, now you'll see that they there is an outline around them. So here I can colors and if you make it one, you see they're around. So they're like you can actually house and see the colors even we have a bright background. So more options, the Okay, since we are here on the preference, now I'm gonna leave this for later, because more of a if I like experience. But let's continue with the interface because there has been many, many changes. So I'm gonna close this guy. And I want my Oh, I saved the settings. Okay. The save the settings got saved automatically, because that's a new setting that it's been worked on. So don't it's not the final final final look of it. But since I'm here going to explain it and since I was a victim of it, it's the the explain it. So and I'm blown out actually, there's a car in front of me actually suddenly was bright. There is a car reflecting the light. So user preferences forever blender had a very weird way of dealing with user preferences. For example, the dark theme, right? I love a dark theme. Okay, here. The dark forest theme I'm working on is, it's some tweaks to the default theme to replace the default theme is just a few tweaks. But it's a work in progress. So so yeah, blender back I don't know if you remember the probably the older generations are gonna remember when in blender, to save your settings, it will always save your like startup the blend always. So if you wanted to change, like, the size or like the splash screen, and then you save, it will save everything that you had in like your startup, the blend, your objects, everything. Some years ago, that got split in two parts. Now you can save these user preferences, and the startup file as a two separate things, which is very nice because some you can change these few options safe, and it's not going to take on what you when it's shown when you open blender the next time. So now there has been another round of updates in the preferences department, where you can now finally save your preferences, revert your preferences, which means that they're gonna go back to whatever it was said when you before you you the last time you save them. So for example, if I go back to dark, and I save, and then I change, I enabled the these two options Python tooltips developer extras. And then I revert is gonna this remove those settings that changed. But if I save, and then change something, reverse when I revert to that one. So it works pretty much like other more regular software. So it's pretty nice. The other option that was added finally is to revert to factory preferences. So it's like a factory startup. But without but only takes the preferences. So if you have a, if you have a scene, the in blender until recently, the only way to like recover user preferences will also take over your startup the blend. Now you can actually revert to factory pressure preferences. And it only takes those settings, it doesn't override your scene, which is so nice finally. And the last setting that it's enabled by default is here. But it might be moved to like, save and load. It's it's put here for now is the save on exit. So when you make a change, and you quit blender, those settings are going to be saved. So you don't have to save them. The settings are going to be saved. And this change was mainly done for so many. So many people asking about the quick favorites. So if you are not familiar with it, the quick favorites is the Q key that you can shovel any kinds of settings. And there is an updates in this department, by the way, which I'm going to talk about in a bit is you can, for example, add the the something very useful. Let's see something useful, like the render engine. And if you change the render engine all the time, so you can right click. And now that's another feature that's assigned circuit rewind, the operators that you can change, you can add to the to the quick favorite menu. So for example, if you add a camera a lot or a light actually a light a lot, then you can add them to quick favorites. And when you press Q is going to show up there and you can like, really easily do stuff and change stuff. I use it on the on the shading editor a lot to add my own notes. So if I am, for example, tweaking a here a shader, and I use the note, for example, for Archive course, I use it all the time or a color ramp. So right click, add to quick favorites. And then I would have it here on the Q menu. It's very handy. But the settings that the settings of your quick favorites, they are part of your preferences, because if they will be saved on the blend file, then when you somebody shares a plan file with you, then they will come with their quick favors. And that's not really nice, right? Quick favorites are your own, own crafted. So hard, earned list of things you use most often. The downside was that the you have to save your preferences, you have to every time you add a new quick favorites, you will have to go and say preferences. Now, with the same one exit on, you don't have to it will be saved automatically when you quit blender. So very, very nice. 720 people. Gee. All right, let's let's continue. So since I just show that feature by mistake, is that it's regarding user experience, not only user UI, but also UX. Why? Because the, the shortcut in blender, they can assign shortcuts to pretty much anything, except until last week, except bullions and menus like drop downs. But now, thanks to Sebastian, who was here last week, and it's not here anymore. He left us this very nice gift that you can now add pretty much anything a shortcut, especially like things. So the demo that I was doing before is like the with the render engine, which is like you're not changing that often, I guess. But if you do, you can right click assign a shortcut and let's press I don't know V. So now I can just quickly access. And that's awesome. The I can remove the shortcut, I can assign it to anything. For example, if I'm editing, and I change the, let's say I change the here, what options X meter, for example, if I change X meter all the time, I was looking for that one actually couldn't find it is in the options. So if I enable X meter all the time, I can just assign a shortcut. Because even though it's a toggle, now I can toggle it on and off. Oh, it's taken by another key. So I should be able to remove it and then assign it from remove it from the RIP selected, maybe should take it should we should be alright, right? When you but it should warn you, it should tell you like, Hey, guys, you're careful, this setting is being changed by the by the whatever setting. So that way, you know what you're overriding. But say, for example, you change the shadows all the time, or the world settings or anything, it's just right click assign shortcut, and this one should work or crash shading context invalid syntax. Oh, yeah, there was an API change recently in the context. So this demo is falling apart. But basically, you can add anything, any setting, any pretty much, let's see this one, let's remove the shortcut from here, from cavity, because it's messing up my stuff. And it's also changing the shading. Yes, it was an API change. This is when you compile right before starting a live stream. And don't don't, don't drink and drive, don't compile and live stream. The but yeah, basically, you can add shortcuts to pretty much anything you can add pretty much anything to the quick favorites menu. So more customization is always good. Then let's move on to more updates. The NLA, the sequencer and animation editors now have their own context menu. So if you're editing a video, and you have a bunch of, say, a few strips, you can right click. And, for example, perform actions. The context menu has been added also to the NLA and it's a bit more consistent between all the editors. So I think that's pretty much it. Oh, and this one, speaking of the key map in now in the here in the, for example, that's why I'm confused because I changed, I reverted the settings and I'm using left click select, the inferior left click select. So I'm gonna, I'm gonna go back to my own. But the I'm a right click select user represent the new feature that I wanted to show is that you can now click and drag in empty areas in the sequencer to select the strips to box select. So it works pretty much like in the viewport where you can also like click and drag in an empty area to select. It also works in the let's see. So let's go back to want to go back to my own settings. All right, there, I think. No. Okay, this is affecting my here input, key map, right click select, please. The other editor where you can click and drag to box select is the animation editors. So if you're, for example, editing a animation from your lambs and your penguins, you can now click and drag to to box select. I'm now right clicking to click to to box select because I'm in right click select. But if you're in left click select, you can left click and drag. So how is it? Is everything okay? I'm missing a few comments here because I'm all by myself in this empty space. So more improvements. So these are small ones. But the graph editor when you're actually changing the actually the drivers editor is not called the graph editor. But for example, the drivers editor now it's also gonna be a bit smarter is not going to show the markers and things that you don't need. So it's a bit more clean. The Okay, this is a big one. Remember the the balls incident we had last week about Yes, about the Okay, I need to change these two cycles or something so I can actually see it. But the spheres that appear here in the look the mode. They are in the overlays. They are now here, look the preview these ones now they're called preview and they're called spheres internally. So when you click on it, it's gonna show spheres and it's not gonna say boss. So thanks for your feedback, people. We take it very seriously. So that was a fast change. Then improvements in Oh, this one is a very nice by the community. The the user that I want to remember his name, Alessio Monty, Alessio Monty the software made it. So now when you are moving the sphere not the ball in the normal node down this little sphere, or not in the node but in anywhere where you have this setting, for example, in the shadows we have this one, you can now right click or escape while you're transforming it. So you don't mess up your transformation. That was a bug mainly. But thank you, Alessio for looking into it and providing a fix and now you are part of lender 2.8 and beyond forever blender forever. The color ramps now like the sides of the color ramps now they don't overlap the scroll bars. So that's another fix in the UI. And this is a fix that actually maybe you didn't notice, but it's was fairly big. The volume panel in EV wasn't showing up. So if you're you're using EV, and you're in the world settings, the volume panel wasn't showing up. So you had to do everything from the from the shading editor. So now they shows up so it now looks a little bit more cycles. And this is my segue to the new cycles plus EV marriage. I don't know how you call it. Can they get married? Can can CG stuff get married? Yes, software. So cycles is a standalone render, but its main user is blender, right? And EV is 100% blender. So now the both of them, they so it makes sense for them to share some settings, right to, to, to share the way like if you like something in cycles, and it should match in EV. So this is a pretty recent, like very, very recent change, like I can, I can show you the the commit here. It's, it's from today. And it was committed. Yeah, an hour, four minutes before. It's one with one hour difference. So it was four minutes before. So basically what it does is that now the strength and the color of the intensity of the light and the color of the lamps in EV and cycles will match. So if you have a lamp with 1000 watts in render, these when I change to cycles, they should match. And they do, they match. Magic. So how is this achieved? There is a new setting in cycles that will that is like outside of the node system. So you don't have you don't need a node system for unless you want like advanced stuff, but the color and the intensity of the lamp is controlled outside of the node system, just like the size of the of the lamp and pretty much everything. So if I go back to EV, it matches well, it's very hard to see, but it matches. So that is pretty nice. Finally, some, some conversion here, then another way to that that both another way that EV and cycles now are working better together is that the color space of the images is now coming from the image itself. So it's no longer in the node somewhere. It's part of the image. So that means that you can back both EV and cycles are going to share that color space. So you don't have to change it twice, which is always welcome. Let's work maximum impact. The you can read more about that by the way in the commit logs. And you can find it. It's a very nice, quite long thread. But if you want to read more, you can go to the differential 4807. Very easy to remember, just pause the video and go. And last but not least, this is a major change that will save you some extra nodes, you will make your notes system lighter and brighter is that the principle BSDF node was missing to my I think it was missing two very essential settings that were like you always have to add them. For example, if you want some emission, which is not very PBR ish, but if you want to have emission, then you would have to add an extra node and then combine the two. Now you can just change the emission of a shader. And you can just do it from from within the node itself from principle BSDF, as well as the alpha, the transparency of your of your objects. So if I'm here, for example, if I had trans actual transparent mesh, there now you can actually change the alpha without having to add previously, you have to add a transparency node, and then connect the two and it's actually saving much more space. So yes. Yes, for less notes and more. The principle BSDF is getting a Buffy here. But it's a very nice addition. So it was added a few hours ago by a few minutes ago by Brecht and Lomel. So thank you, Brecht. Finally, I can turn myself invisible. Yes, you can and disappear. Well, you can just disappear. All right. Thank you for the segue. You can also disappear if you should select yourself and remove it from the Outliner. The Outliner finally has gotten some very, very nice additions. Let me I'm just so excited. I'm gonna open an actual plan file. It's actually pretty old this one. I'm not sure it's gonna work. Because I haven't converted this one to to the to the new system. So it's from 2.7. So it has all the naming here very convoluted. But it kind of shows how things will work in reality. So you have a collection for a character and for another character. And until now, you could control let's try an empty file first just not to get a bit too messy. Yes. So the first thing you will notice is like the render icon is gone. What happened? What happened with the render icon? Let's make it beer because it's epic. What happened to the who took my render icon? The render icon now it's here. Disable is not disabled. It's hidden by default. Just to make things a bit more clear. Based on feedback from from the community. The two settings that are more often changed are the view and the selectability. Sometimes people will get confused when they see the render icon and the view icon and it's like you press the render and then it's still visible in the viewport. So that will be confusing. The render icon is basically for disabling on when you are rendering. So that setting is still available. But it's part of the new toggles that you can turn on and off for the restriction columns. So to bring it back you just click on the filter here pop over you enable it and then you have it. So that hasn't changed the same way of working. However, what it's new is that remember that used previously you have to like alt click on a icon to bring the screen icon that would actually hide it also when you're linking when you're instancing in a different blend file. That is now it was like a side effect. So now that has its own toggle that you can turn on and then you can see for example when you're making you're preparing your character for it to be linked in different scenes in another blend file in another shot. You can now see exactly what is going to be linked or not where it's going to be visible when when you're linking it or not. So for example the custom shapes you don't want them to be visible but you want them to be visible in the in here in this blend file in the actual rig blend file because you don't want to work with it. And the same with I don't know some helper meshes mesh deform for example if you're using a mesh to deform your mesh with a measurement the form modifier you want a basic mesh that is not visible when you link it but it's visible in this plan file. So this is how you can control it and it's so much better because it gives you it's very clear you know we can see what it does more columns the extra columns that you can enable and disable are more for rendering and they are actually per collection. So for example if you have a collection and in this collection you want the monkey to be masked out in cycles for example this setting used to be in 2.7 used to be an option called mask in 2.8 it was called it is called hold out and you will have to right click view layer and then you will have to press the the hold out setting for example if you're in cycles view layer set hold out or set indirect only. So it was kind of convoluted and it was so and so annoying because you wouldn't know what exactly was set to hold out or not. So if you're preparing complex rendering which I was doing recently for spring and the open movie project it was so much work to know which one is hold out or not that you have to right click see right click see or remember now you can just click on it and you make them hold out or not or indirect only or not. So pretty nice additions of course you have so many columns now but you're not supposed to have them all at the same time for example if I was doing lighting if I am if I'm a lighter I would probably just disable the I would enable the linking I would remove it indirect only I don't want and if I'm doing lighting I think with this I will define just see it in the viewport so when I am for example when I'm rendering I want to see the preview so I see my light and just kind of enable disabled and then if I do want to do a render I just disable it from here so that is pretty neat the other setting that was it is now exposed is more clear is the exclude or enable it's basically when you exclude a collection you're basically making it enable or disable so now they appear with this little icon here that you can just toggle and it will remove not remove but it will disable the collection for real so if you have a bunch of objects that are super high resolution and you want to have a you want to toggle them off temporarily you can just do that with that with the with the toggle and it's all clear it's a checkbox nothing more clear than a checkbox you can also press E and alt E for the shortcuts for exclude and maybe enable maybe we can rename it to enable and disable enable so if you have many collections you can just do E or alt E or you can click drag and you will enable them or disable them so that's pretty nice everybody it's okay here in the livestream is my voice is going out and I still have things to show so sorry that it's taking so long but it's so nice then workbench the workbench engine the work our friend the workbench has new settings for the rendering and for the viewport so you can change in per when you're rendering you can change it to use the non-antializing single path so it's like just the one and it's called FXAA usually and or the regular full ones are actually slow and that's what else viewport oh yeah the the some matcups have been replaced so if you use matcups and especially if you use this one the zebra check reflection now it's much better than what it used to be it's now for example down here you can see this one is still there because I still use it but actually they've been replaced so now you see they're more they're higher resolution and they are more correct so if you are like actually just testing if it if a surface is actually like super neat then you will see them here with this setting and I think I covered all of that the last topic is animation which is the title of this video it's not clickbait I swear then here let's let's open an actual animation file and it's getting a bit chilly here maybe that's that's why I'm getting cold so or my voice is is going away so all right first a setting an operator actually from the list of requests from the animators is that for example if we have a so let's see here here so for example I have a this bone that it's getting wrapped around this actually has a constraint so I think the window is a bit too big 1.2 it has a constraint so usually when you're animating and you want the characters to like hold to something in like in this case the very and you will add a constraint like a like a copy transform and not a child love not a child love but a copy transform you will move it around and you will like change the influence on and off the issue was that if you remove the influence like if you toggle the influence off you will see how the very goes back to who knows where that's not always very nice if you want to just remove the influence completely it will you want it to stay in place so now there is this operator this little x icon down here that you can click on it and you will see that the influence will go down to zero but the position will stay so now you see it's in place so you can even like remove the constraint and it will stay there in place look at it look at this boy happy with its with its berry all right next let's I place really fast actually for having all the goodies on the next feature it's um you can now push relax in regard to the rest pose so when you have a character maybe that's simpler to just show just explain it is that when you have a character in a post mode like in t-pose and you pose it once you can now use the relax operator that takes the position of those bones between the rest pose and the initial pose that you have before you will always need to have a pose before and a pose after now you only need one pose and it will move them between them so that's very if you're doing animation you probably know know how the push and relax setting works so that's that's one of them then the um supply night k i mean this one i'm just gonna read it because otherwise i'm gonna have no time for questions so we can actually maybe read it together here so the supply night k support using both original and volume preservation now has a new option that applies the volume preservation on top of the original scaling so basically similar to the stretch to constraint and allows to easily rigging a stretchy chain that uniformly follows a pattern scaling if you understood any of these words that i said is because you are a rigger if you're a regular human being you probably didn't understand anything the drivers also now have an option for average scale when you're when you're transforming so before it was just scale like the scale of the object now is the average so if one side is bigger than the other one or one channel is bigger than the other one it will take the average so that's also very neat and the maintain volume you can have the maintain volume constraints which i can show you here in a bit before i run out of time is that you add a here maintain volume you can now choose which mode you want to um you want to maintain volume with single axis will take only one axis to as reference um that's a new one then a strict will be the current 2.8 mode how it works it will take the original scaling of the non-free axis all of them and then there's the uniform which is the 2.79 way of working so you can read the the changes here and i believe yes here in this this point so pause and ha i was talking without sharing the screen very useful so now you can actually see it that's pretty much it with all animation stuff so let me quickly go back to the show by actually make it a useful livestream yeah we can see the screen the screen sorry i just um i can hear you can see this and then you can uh screen capture or post the video and read it again all right 45 comments and i have 10 minutes so wish me luck let's see so the thank you lapissey for making the the thread first of all then dead dragon has asks hi pablo thank you for making the show thank you can you add me can you add make it so if we double press the g key a transform tool will open with the arrows and when we double press the r key the rotation tool hundred will open and when we double press s the scale hunter will open um the thing is that actually double g it's used already for example if you're if you're modeling um you press g twice it's actually vertex slide right and it's um it's it's used in other places so i don't i don't think we can take those keys but maybe it should be an option if you always want to have the transform tool maybe it should be an option um but yeah could be interesting you did this with the standard industry keymap yeah the standard the compatible keymap this will make blender faster to use and you can add the shift to the key so you can select the transform maybe it could be interesting i'm i'm not uh i i can't think of the top of my head but yes thank you for the thumbs up all right next question by panic hi first i would like to thank the devs they are doing an amazing job they are indeed here's my question i would like to know how high is the priority for improving the weight pain workflow for now the viewport shading is not great the wireframe is hard to notice there's no shortcuts for brushes and the undo stack is extremely slow the undo stack being slow that's an issue everywhere in blender it's not only for the weight pain mode the um wire being hard to notice you can report the bug and we can look into it but yes please report the bug because it's like um yeah those things have to be fixed there is no shortcuts for brushes then they uh they could be added they could be also maybe um a paper cut so leave it in the developer dev talk sorry dev talk forums there is a ui paper cuts which i think it's getting too long these ui paper cuts 2.5 thousand comments i think we should just make a ui paper cuts section like subsection maybe and just make the um the threats there so i will i will look into i will ask the developers what they think because it's it's nice to have like maybe a ui paper cut just one thread bam with these uh these fixes and oh and then you actually did it so thank you i'm gonna check it out next question said pkgo hi paulo wouldn't it be better to put the handle type and interpolate interpolation modes in the graph editor header that would make it more accessible and easy to use handle type and interpolation modes in the graph editor head there so for example if you're here and then use shift f6 you guys use the shortcuts i use shortcuts all the time for the editors graph editor so if i here so in the header you would put the t for keyframe interpolation and the r for i think so um yeah actually could be interesting make a thread with a mockup in the uh in right click select please because it sounds like something it could be could help a lot for all editors actually hello paulo roman asks you can slightly change the interface and great simplify the work okay i'm usually don't open links directly especially when i don't have time but you are a blender development supporter so let's see quickly simple texture addition um yes actually this one the image settings here that actually it's uh to to new and open that's that's a very simple addition that should improve things so i'm gonna look into it thank you j eddie are there any plans for macros in blender the act of making string of actions executable yeah that was planned in 2.5 era when the new api was introduced that was a that was a plan but it hasn't been implemented yet but yeah it's one of the things that if like they're even macros for doing unit tests in blender so maybe they could be exposed a bit better next question i haven't seen a lot of pro rigors trying 2.8 but it seems that blender doesn't give a granular control of dependencies which you can run into easily we know a lot of work has been done on the dependency graph yes the rigging and character pipeline is one of the big big topics for the upcoming 2.8 series versions it's a anime the character no the animation 2020 project that ton likes to call api see i just want to know why is the poly count of that new haircut it's way less than i what i used to have in today's second like flaps here but it's a very low poly count and a 15 euro haircut around the corner buster friendly hi paulo what do you think about the ability to edit animation paths i love it the characters he'll love it and it's a yeah it's it's been thought about but i think the highest priority for motion paths in blender is performance if they were just work fast just as just same as now but fast that would already be an improvement and then we could add um editing of it but it's one of the project that is on the top top top off of the list of for animation the the guys here upstairs are like crazy about this and every time there is a chance it's like hey what can we improve motion paths froze crack studio why why does blender doesn't have a paint geometry maya had it back in 98 why doesn't blender have a tool like that in 1918 in vertex paint that's already there since probably before maya um so yeah that's been a rarity for a while then um but yeah maya had this back in 98 but yeah you can ask that to maya too why maya doesn't have a grease pencil tool like we have we have it in the 2009 uh all right next gbgeo and are there any plans for blender 101 project we got five startup files but the four mentioned in art missing yes the yeah that just needs organization and just making them basically so if you want to start a thread maybe here in the dev talk forum to get the feedback from people that would be awesome that would save some time from the developers that that's really a project that the community can can um try to polish and get it nice and then transfer to the developers to see what's missing what it could be improved in terms of of the things that blender needs inside eddy christen asks my question how do i accurately accurately my english track the bug count in 2.8 i have been going here so let's see uh yeah these are actually the bugs you can filter by bf blender bugs the that it's 1355 it's actually um pretty accurate with the number of bugs but so many of them need to be tried so many of them are duplicate so many of them are not from 2.8 now but also from like years years ago so don't be um be like scared by this huge number there you should also add like the high priority ones and then you will see that high priorities only 23 for time being high priorities like super um super important for 2.8 and things are like crashes and yes some of them are also glitches in specific hardware like maybe really old hardware and people still are not aware that you need open gl3.3 or those kind of things so don't don't be um too scared by this big number but yes we need help with fixing the bugs and you know that the only way to help fixing the bugs is just throwing developers time to it so this joining the development fund is a huge help and also reporting them and if you're a user and you don't have any or if you want to if you can't help with the development fund just go in here and just try and just say yes i confirm this is going this is what happened i or i for example is 2017 i can say you can test bugs and you are also going to help the developers that way because they don't have to try them themselves then or you can also find help figure out what's wrong what's going wrong all right next question james hey paolo can we please get a way of unhiding the selected hidden objects without making a collection or clicking the eye and hiding the selected hidden objects while they are hidden they're not selected but without having to make a collection or clicking the eye icon on every hidden object while you have the alt shift alt you shift control shift shift h no wait control h to hide the collection alt i'm just clicking now everything but um there should be a way can't remember right now but it should be a way um next question just say what is a collection better than a group why is a collection better than a group it doesn't have coordinates and you can't apply modifiers to it what are the advantages of using collections instead of using groups well the advantages that groups don't exist anymore the groups in 2.7 the way they were in 2.7 is that they they were mainly for making instances they were not really working as a as a as a group a group in 2.7 they can't be nested in collections you can have collections inside of collections inside of collections so you can nest them as much as you want you can also instance them if you want to instance for example this cube put it here um you can drag and drop and you are gonna make one so you do have the coordinates like in 2.7 then you can't apply modifiers to it yet but that will be possible once we have the overrides that are coming in 2.81 collections can um yeah it can be linked they they basically they are a bit more versatile but in another in like if you see it more of like from a distance they are pretty much the same concept the way of grouping your your scene the of like organizing your scene but okay instances can uh collections can be nested and many other features however that doesn't mean that groups may not come back groups as as a as an actual group something that you make a group of they could come back in the future in 2.8 in 2.8 and later in blender so i don't see that it couldn't they could coexist collections and group school coexist in the future hola capitán paulo why is that when i manually change sculpting shortcuts in 2.8 they will reset to default after restarting the file that looks like a bug please report it david asks is it possible to add something feature uh which allow entire strip to make visible and hide like a mask i would use mask for that um yeah i would use masks for that basically and i'm already two minutes past five more questions you the ninja hi uh two things possibility to turn off the endless grid that is not added and then try to bring back black shading for flipped faces we need to see it without face orientation um yeah those i think they could be like paper cuts they could be assigned as paper cuts and just see and discuss with the community here in the forums what would be the best way the most 2.8 ish way of adding things back maybe the the grid could be a user preference setting and the same with the uh flipped faces maybe it could be a user pref or an overlay there are many ways a feature can be introduced so it has to be discussed number four poffington asks hey paulo this may be a paper cut or an unpopular opinion i love unpopular opinions auto merge editing could be in the snapping drop-down menu instead of the options drop-down the option drop-downs could be in the same row as snapping i've been using uh showing new users where it's located and majority them are baffled as to why so hidden anyway uh away we actually talked about it in the past for this setting and yeah you actually yeah makes sense the auto merge is it's a bit hidden at the moment it's an options here panel and it could be in the same row are snapping ah so here in the snapping yeah the thing is that auto merge like it auto merges but not only when it's snapped i won't bend it when it's on top of each other but it's really hard to get unvertex on top of each other without snapping unless you're like super precise so maybe it would make sense there was a um patch actually that it would move the auto merge editing here in the snapping popover issue is that you it's good to see when it's active or not so so yeah the uh that's not an unpopular opinion actually has been thought about in the past but it's just where to put it and that it's visible and that it doesn't use an icon more because then we have we don't have room here for anything so yeah unless you have the top bar on and then in the top bar maybe it could it could be there because there's more room for activities up here with or without top bar all right number three suck mercury is there any chance we can have an effect strip creation using compositing nodes an effect strip using the compositing nodes no for because of the way blender works the sequencer can't uh shovel things to like the compositor can there's like an issue there the way they work they have to be written for that i think but maybe in the future but yeah would be awesome if they could talk to each other um i mean they're in the same software right next Giuseppe asks yeah i just started to use blender for professional 3d modeling for vfx and i find a lot of consistency in its modeling tools can we improve it to take reference as model which is one of the best software for modeling that's not a question that's like just can you show all these several hundred euros software into this one which is the best one in the market it's not the way to ask for features i think it's it just shows um try to use blender for a bit longer i don't say that it's not inconsistent it's pretty much very inconsistent especially now with the with the um the way the tool system works but there are like there are users that you can see their videos and they are so fast modeling in blender you can see that the the videos time lapses in on youtube and you see that they're super fast because of the shortcuts because of many many because add-ons sometimes um so there are ways to make things fast and i maybe some um some of the way model has for working maybe they're actually better but we shouldn't just we shouldn't make blender model we should make blender blender should make blender better we shouldn't show other software in because other softwares also have their issues and we don't want those in we we have to make the best modeler ever um because we can because we have access to the source code next question um that was the second last one said corp when do we get an animation called quest talk about talk about animation 2020 in the past but nothing has surfaced because we are in 2019 it's getting all the connections ready and the the next code quest especially for animation is going to need i think more than just a community to support it so it's also important to have the the community as in financially but it also needs people from studios like artist cities that are like hardcore users of like other pipelines and there needs to be a bit more than just developers for this time for the animation called quest for the character pipeline so there will be there will be uh work um there will be more announcements towards i think half towards the half past half of the year maybe yeah around that time i think uh right now 2.8 needs to go out i think we things will be very busy during july almost the seagraph so maybe after seagraph there will be things will be a bit more calm and we can start thinking about the next step but imagine the the noise that 2.8 is going to make so yes don't worry there will be updates in that regard and that's all i have um um so much i have talked so much in the last few minutes but um i sorry that i cannot answer all of your questions this one it's the next one but i couldn't i don't have a time i would like to know there is a way to use tokens or custom environment variables no there's no current way of doing this but if you're doing rendering you could use flamenco which is like it works really well with blender and it supports linux windows mac and recently had an update flamenco is uh flamenco.io it's the render farm system that we use with the open movie projects forever already and it's now um being improved very very much pretty much like very very very often because of the open movie projects and because of the team growing here at the institute all right it's been quite the show i mean talking non-stop i don't know if it's a haircut or if it's a what but it's a blender settings or what but i'm talking so much how how did it go how how was it for you guys is it um is it as crazy as it is for me to like talk non-stop and is it just too much information is it's what what what is it i will um try to take it easier next week if the developers stop adding so many features gee they don't stop thank you for staying until the end i hope you had a great time i had it so let's make it happen again next week is the 20th of um yeah it's the 20th of may already gee okay expect some awesome stuff because regardless like really like according to the plan the release plan mid-may is when things start to get more like frozen and more focused on fixing stuff so all these changes are gonna slowly go down in like crazy changes like moving things around and it's gonna be more of towards fixing things so maybe then i can just have more people over and just chat about regular blender stuff and not just development all day so all right i will call it a day thank you again for staying until the end thank you for hanging out here with me it's super nice super fun to have you over and to share the news that we get every week in this awesome it's this this so special time in in history that we're living that in open source software is growing so fast and so diverse and it's just thanks to people like you and the community that keep it going so thanks again and watch out if you're wearing headphones because we always go with style with the all these styles so in five four three thanks again i will see you again next time next week same place same time bye bye