 Hola. Welcome to another roundup of Blender updates. So instead of doing a one video, one feature now, I'm going to go through some of the updates of what happened during the week. Today is a Friday, June 1. So this week was a crazy one. We had updates all over the place. We had a new LookDev stuff. We have also the wireframes that have got an update. And we go to some other new things that I'm going to show here. So let's get to it. First, the wireframes. They were added yesterday. I made a video about it. And today, things keep improving every day. So today, the wireframes work not only in the x-ray mode, but x-ray also allows you to go full-on transparent. So that way, you have the wireframes. So completely shadeless wireframe you can see through everything without the shading in there. So that's a big improvement. That would make wireless even more handy in that case. But of course, you can always tweak it. It's a slider where you can change the opacity of the x-ray. So it's a separate setting. What next? The world background is also working right now. Specular highlights the objects in the viewport can have specular. That's something that was brought back from Blender internal viewport back in the days. The same with some settings that were per material back then. The material could have cool clothes. Like, yes, it's a test. And I'm not going to edit this video. I'm going to continue. Like, yeah, like, embrace it. All right, add a material. Now it didn't crash. Cool. So the viewport display was a setting that it was set before. It was set per object. Now it's per material. And you can change it here for the viewport in the material settings. The same with the specular color and with the roughness of it. So this will look very Blender internally. It's because it's using the same shader. It's a font shader. So it's for visualizing your objects here, your meshes, your shapes. And the cool thing is that since we're going through all of these panels here in the UI, is that there can be unification happening finally. The viewport display panel, for example, here, is similar to what you would have in the scene settings. For example, in the scene, there is some changes, some settings for the scene, the light direction for the shadows, for example, or the shadow shift. Those, they're also in the viewport display panel. What about objects? Well, the same. An object can have visibility settings, for example, for the name and other settings. That's also in the viewport display. So unifying the naming of the settings that are basically for the viewport makes a lot of sense and will make life easier for people to find these settings for the first time. So that's another little improvement. What else? The single layout has been expanded more to more settings. For example, the material settings are using them. Some of the material settings are using them. The meshes, mesh data should also include now some of them. I know that the armature has it. So let's go here. And let's, for example, select the armature. And these settings also have a one line. Some of them are still need alignment, but they're getting there. This one, especially the IK, was a tricky one. Was mentioning William. This work was done by William Sontek from Campbell. But the greatest thing for armatures this week wasn't this. It was motion parts. So motion parts are back. And yes, they are the same. I'm not going to make a video dedicated to it yet, because they are back basically the way they were in 2.7. They just, of course, they're going to look nicer, because they have a nicer outlines and drawing. But the actual improvements to the motion parts can happen from now on, making use of the new dependency graph, the new copy on write dependency graph. So that's another interesting thing. Then what else? There has been some improvements in the, there are two new operators that you can use to organize your scene. So for example, in the collections here, I have this lamp, and I want to move it to a new layer. Well, you could do a new collection, sorry. You can press M to move to a new collection. You just click on it, and this is my new collection. This was already there, nothing new. But the cool thing is that now you can select other objects and move them here. Not only by click, you can always drag it there, drag your object. But now you can also press, instead of M to move, you can also press Shift M to link. So what is a link? It basically makes, it's not a copy, because it's the same, you only have one monkey, but it's shared in this other collection. It's the same thing that you would do in 2.7, where you would put just one object in multiple layers. It's the same concept. Your object can be in multiple collections. So that's another handy way of handling your scene. This also works in the Outliner. You can press M to move to a new collection or Shift M to link to a new collection. Or you can just right-click, make a new collection, or even right-click in the objects themselves, and you can do even more collection stuff. Like you can right-click in a selection, and you can add the objects here. And there are many little tweaks that are happening for making the collection system a bit more friendly, which I think is pretty, it's getting there. And the more we use it in production, the more it will get polished. UI tweaks. There has been a few, a couple of UI tweaks that are worth mentioning. The background of the pull-down menus, like this one, when the header is transparent, it was hard to see it, because maybe the background will be white, will be very bright, and then if your text was bright, you wouldn't be able to read what was there. So if you enable, this is something that was added a couple of weeks ago, one week ago, is that the region overlap allows you to have transparent regions. That was always there since 2.7. The header transparent is something new, and if this is transparent, then the pull-down will have this nice background there. But it's a theme setting. It's something that the themes were not using before, which is the inner color of the pull-down. So inner was completely ignored before, because these are pull-downs, and since they always have something in the background, they were not used. So I had a theme and a flat light, was I had a black background. So if you use flat light, make sure you refresh, you load it again, like you choose it from the list. But the cool thing is that you can change the color of this, and you can change the alpha. So if you don't like the outline and you still want to not being able to read, just the way you did it before, you can still do it. So much freedom. So yes, that is a quiet and improvement regarding that, regarding isolation you're seeing. And I think that is all regarding the... Oh, no, another update for the headers. I think this is more of a fix. So the headers in 2.7, and we're going to open a new 2.7, so you're just not to spoil the surprise, is that in 2.7, when you change the header, the size of your editors, sometimes you will do this to collapse. And that, I mean, I've been using Blender for 16 years, and I still had that issue. Sometimes you want to grab, and you don't know which one you're grabbing. And for beginners, it's even worse when they have smaller. It's just terrible. So instead, since we always had this right-click menu available there, now you can also use that to collapse, to toggle the headers. So you click on it, and it goes away. And that way we don't have to, like, when you know that, when you see this cursor with the arrows, you know that it's gonna be for scaling your editors instead. So I think that's another improvement in usability, in making it more friendly, less prone to make mistakes. There will be improvements in the way, we want to make, for example, this hot spot bigger, so when you split the areas with a menu, you get a bit more, it's easier to reach. Also, you could split it horizontal, vertically. We could give the options here. Like, to even know that you could right-click, split area, and you can, while you can split it horizontally, you can press Tab to split vertically. A lot of people, even people from many years, using Blender, said that they didn't know this feature. So this should be exposed in a nice dropdown here, or could also be part of the view area, since now we have these settings in a dropdown menu. So I think that's pretty much it for now. I wanted to show something else, so I'm gonna save it for later, because it's quite a big deal, and we keep this content going. That is all for now. I think I covered everything. Let me know what you think of these new little changes. Optimizations happened all over the place that's what I'm gonna talk about next. We're testing all the files that are being fixed. For example, yesterday, the overlays. If you were testing yesterday the overlays for the objects, the wireframes, when you select an object, it will disappear. That was a little back that got fixed. Then some other things, for example, the lines were removed here because they were not really needed anymore. There are fixes happening all over the place. For example, the HDR background. Back then, when I just mentioned it, you couldn't choose the intensity, now you can. You can show how intense it's gonna be in the background, and things like that keep happening all the time. So stay tuned, don't miss it. Subscribe if you haven't already, and share it. Do you think it's cool to see open source software being developed this open, sharing everything? And yeah, let's spread the word. There is development happening. There is software being done, and being updated every day. Being worked on for 20 people here every day, plus the people, the community that are working online, they're testing the things. This is more than just a code quest. It's like a whole movement that is happening. So let's spread the word that is happening here, and it will continue to happen. Even after one month from now, one month from now, the code quest will be over. But let's keep it going, let's hype it more. That is all for today. I will see you again soon. Let's not put a day. Maybe I come in the weekend and make a quick video, and then we release it. All right, let's stop it right here. Bye, ciao.