 Hola, community! Welcome to Blender Today Live number 63. Today there's just so many things there. I started this week by going through the last commits from last week and it's over 300 changes were done last week. Why? Because it's the UI freeze week. Today slash tomorrow slash in the in the next couple days the UI now the user interface of Blender should be locked in the sense that if you take a screenshot of or if you make a tutorial this week like at the end of the week it should stay the same for the 2.80 release should be compatible because so a lot of people were doing we're making already some tutorials and they would get out of date or like the buttons shoe will shuffle around because because of the nature of fixing things getting feedback so now at the end of this week it should be okay for making documentation which is the huge part of the new release right also for translations that will take place a bit later so because maybe some tool tips need some tweaking for the new tools but um that everything else should be okay so is everything okay yes thank you for the thumbs up everything is okay cool right let's get to it because just there's just so many things to see look at look at my list today I have a doc google doc with like all kinds of stuff insane so first of all by the way if you want to ask questions we are live it's 5 p.m here in Europe Central Times and thanks to Momotron for making this thread on Blender.today that's a website where we're gonna be answering questions if there is any time left because this as you can see the list for today is huge there are improvements all over the place from the user interface the user experience so like key maps and stuff new defaults color management stuff EV animation grease pencil and a bunch of others that I could have not fit in any um any category so all right let's get to it first let's open Blender right let's see how it looks so I just compiled my Blender here and um it should be fairly close to what you can get I think in the the the build but the one that you can get there still maybe some differences here I'm gonna start when I go let load the factory startup settings just to make sure that I'm using the the same blender that everybody's gonna use and that is already in a new part the menus of the top bar got a bit um um reshuffled for better organization to make more sense um there was a few shuffling things around over the week but now this is the way we think it should it would work the best is the um first I'm gonna make the UI slightly bigger as always and the default settings you will find them in the file defaults and then you see save startup file if you want to um change for example your if you want to save this scene so every time you open Blender you see this this is what you will press it used to be here but it's just too many things like the install application templates was also here there were a few um other uh things there all over the place but now the defaults is only in this panel if you are already for example doing to the animation or using a custom template an application template it will also show up here so you can save this say for example you you want to have a little susan every time you start your to the animation template well you can do files defaults save startup file so functionality is the same just a few things were moved around the other things that were moved around were the um the installed application template that used to be here in the file um menu which didn't really belong there and also some links that were here in the help menu they were not really for help they were just more like about so those are now under the Blender menu up here in the corner you can now click on this icon before you use to bring the splash screen which it's useful in a way but you can still do it here it's the first item on the list so if you click hold and and just drag it you get the same but in theory you shouldn't even use this that often right because you have control n for the application templates or control shift o for opening the recent files or what else do you have in the splash screen well the version but if you report a bag by the way if you go to help report a bag the um the form that you would use to report the bag is gonna have the hash already in there with also some of your settings from your computer so that will be pretty um do all the heavy lifting for you then the other options you're gonna the other settings that you're gonna find is an install application template because it's really a blender wide thing also the about you're gonna find the release notes blender website credits they used to be here on the help menu and you're also going to find about the license which there were a few um a few um a few tweets this week about the blender license and discussions are going on so here you can find it uh more easily so people that are you will be amazed by how many people contact uh ton or blender in general saying like is a blender really free well now you know it is really free then um support blender this is a um the blender store used to be on the help menu and also the development fund but now this is more more like clear it's like bam support blender so people now are aware of it and that's pretty much it for that menu actually there other options are related to there that area and are when you start a new file um last um week there was a thing a little like pop-up saying like hey you didn't change your you didn't save your changes now it's bringing this dialogue which you probably have seen before here in the in the in the live streams because it was the default um dialogue for linux when you close blender or when you do any kind of operation that is gonna break or or not uh or right over your changes it will have this dialogue and now it's available for everybody including windows people and um in windows you'll see that the buttons change i think the save is on the left it's different because the microsoft guidelines they say that the save button should be on one side and it's just more it will be coherent with the rest of your windows applications in mac and linux it uses this layout which discard changes on the left and then all the operations like save is on the right most and it's pretty highlighted that's also on windows uh on linux and windows on linux and mac and um your ipad no okay not an ipad yet so all right this was a big one other people were asking for it for for years it's like how do you get that so it's great to see it finally making it to the um other operating systems then um all right file closed so if you close a file for example say you are doing you're in general for example and your text you're painting a texture for example and you didn't save this when you quit blender this menu got an extra setting it was very common that if you didn't remember that you made some changes to your textures you will just lose it that's not very nice so now when you press when you have this save set it would save option you will also show you how many and if any how many uh images are not saved so um if you have more images and you didn't change it when you quit or when you open a new file for example if you go to like i want to do sculpting hey hey save two modified images before so yes this is a huge uh it's gonna save a lot of a lot of work i've seen this happening in other um in some people like streaming or like working in blender saying recording a video and yes it wouldn't happen so now it does now you're not gonna save and there is a lot of more work done in like under the hood to prevent all kinds of weird like for example if you um if you're painting and then you change some of the settings of your image the um this now in the image pad you're gonna see the save or the discard changes as it's gonna go back to uh to previously so or also if you change some of the for example this changes now you only can do it once you save your image or once you discard the changes before it was possible to uh change them and if you undo you will also undo your painting changes so really good for user experience so hopefully this will save some lives sometimes and some lives too i mean you don't know how much work you spend in it so all right let's file close dialogue um you i confirm the dialogue when you don't have an unsaved file which is pretty much the same it basically applies to every time you close your file then the blender menu and the help menu i already mentioned there is also a link to the tutorials which i didn't mention before you can click on it and you will go to um you're gonna get redirected to blender.org tutorials which include the tutorials from the Blender Cloud, Blender fundamentals, some of them from the community and much more this is fairly outdated especially for 2.8 but there will be updates in this page the good thing is that when 2.8 comes out people can go and help tutorials or support and they will see it so pretty nice future yes i do love Blender best wishes to Pablo thank you David thank you best wishes to the developers and everybody making it happen and the community for providing feedback there are so many changes with these menus and thanks to the community providing feedback and being loud about it is how things get you know things happen all right the um also the um more menus the edit menu it used to have all the settings available all the time and now only has the um the like they are now grayed out depending on whatever you have done for example i just opened this file so it doesn't make sense that i see undo redo and all the settings because there's no undo history yet so if you do a change then you see the uh repeat last undo uh not redo because i didn't undo but if i undo now i should see the redo and the undo history so that is um also a very nice change for usability for making the UI it's insane like i explain in this thing is like yeah it's obvious but it wasn't there in 2.7 and not even before and not even to point it until last week so that's a very nice change is made by Harley so thank you for that next the oh the menus so the tool settings the top bar it's hidden in some of the um workspaces by default i already explained a couple weeks ago but the um option to show it was a bit hidden you have to right click somewhere in between the buttons and then you could enable it so this setting to make it more easy to um to be accessed because um remember that now we can actually click on objects that are behind the header this wasn't working before because it was an invisible header so now their option to bring the top bar is under view tool settings and then you can um adjust it it's very useful all right next the sidebar this is a small one but a very welcome one is that now all the sidebars all the n panels they have the same size in every um workspace and also every editor where you are it should have around the same size even if you're like doing all kinds of like video editing or whatever it should be consistent um before it was done by hand basically whatever you the the developers had when they saved the file all right um remember the questions by the way they are on blender dot today no not in here i'm gonna keep an eye on it but just remember that they are on blender dot today and i'm already running out of voice and we should start it let's see oh this is nice the visibility panel for objects have you ever noticed i haven't have you ever noticed that the outliner settings like now the ones that we can now toggle on or off um from the um filters popover that was added last week if you remember i show you how and all these new columns that you can enable disable and ever notice that these settings were not available anywhere else you couldn't change the visibility of an object or the renderability or the selective ability anywhere else than in the outliner which is kind of um yeah it wasn't very according to the 2.8 way of everything should be accessible everywhere from menus and buttons and panels so now they um they are accessible in a new panel called visibility it's here it's under the object settings because there's an object level you can apply to different um to to materials or it's only for objects so you can have showing viewport which basically toggle that one that was that one showing renders selectable and that is it yes what about the visibility the it's not there what it is there is the cycle settings that's the one i was missing the encycles they also have um some special settings which you can see here in the visibility panel shadow catcher and hold out these are um the ray visibility also they used to have their own panel called cycles panels now they have these um these um specific panel the dedicated to cycles more settings and speaking of panels the normals panel they use the one that used to be when you're in edit mode they used to be uh up here there was used to be like a normals panel now this has been removed in order to have more um to give more room to the normals menu here so this also is gonna get a um a shortcut we still haven't decided one i think at last at least 10 minutes ago it wasn't decided yet but the if you think of a good um shortcut for it let us know but basically all the settings are now here in this um normals menu where you can edit the normals you can do a bunch of um now all the new custom normals stuff in 2.8 it should be available in that menu speaking of more panels the um last week or the week before the sidebar got split into categories this item tool and view this concept is also now applied to the um the note editor so you also have when you're for example playing with the notes you can also have item tool view and options so there is a bit more more room for um categories of course tools in this case there is really not so many tools so until we actually get more more um um development going on in the tool department at least now things are organized correctly so the same for um so no it's the same for the sequencer and other areas since we are here let's go to the texture paint i already shown this before but now the image um settings or like anytime you see an image or like generated or when you open an image for example you um the layout used to be not single column it used to be like all over the place with the buttons from 2.7 now this is one single column and everything should be aligned to the right when it makes sense so um it makes it a bit more consistent and it should apply everywhere actually even if you have a texture type image then you should also see it here yes you also see it here because it's it's shared across the blender interface all right speaking of lender interface one little thing that i didn't mention is that you may have noticed that this looks a little bit different well it is because now the um default um um yeah shading of the viewport sorry i forgot the word the default shading of the viewport is no longer studio is now matcap so the shade is a little bit better you will still see all the um if you have multiple objects and you have random you will still see it if you have single color object or even material settings you will also um be able to see the color so that hasn't changed if you apply any color you will still see it but it has the matcap which doesn't change the colors of your of your shading it just affects the um the volume of it so it looks a bit a bit nicer it's easier to um to deal with it all right so the factory settings and here as you can see i had them the old theme settings now you will see it and now it's orange like it used to be i had a theme applied all right speaking of themes what a good segway saying i'm doing today without actually trying it the um outliner got some very nifty improvements you probably have noticed already the um the circle it used to be a circle around the icons or the whatever object you had object data you had selected the issue was that this icon would sometimes be um would like overlap with the icon sorry this outline this circular outline sometimes it will overlap with the actual icon because the icon was for example in this case the camera icon is not um circular so it would we would look weird so now they have these nice rounded corners i can actually make it even bigger for you to see there you go so it has nice um rounded corners also when you um have the um when you're in edit mode it should show with a nice um the same color as the object data color so it's all a little bit more clear what is more clear also is that the name of the active object also gets the name the the same color of the active objects in the viewport so as you can see this this monkey here is bright orange because it's the active objects so i see it as active and bright orange here and the other objects are selected but not active they are dark orange and they're also um highlight as well just as for susan what happened to susan i can't wait for no more changes yes i know it's a lot taken it's the last week next week the changes would be way less and should be more like fixes because there are also tons i almost say a bad word i shouldn't i should keep this family friendly um and there are also many many fixes in in ui in the eb actually one of the fixes that was very annoying was that in the outliner sometimes if you would move the mouse out this hover highlight would get stuck and then you will end up with like two times the highlight the blue one and the other one so very nice little additions and there is some um other additions to the outliner that are coming for 2.81 which are just amazing all righty oh by the way have you noticed that now the selectability is not on by default here so um this setting which is not um always used the um like it's more like more advanced use so it's not always there it's thanks to keep things a bit more clean and tidy all right next oh ha ha more theme settings yes because the color of the optic object and um these these colors in here they can be tweaked but also the colors here can be tweaked the um this zebra kind of lines that every other role gets a different color because it it makes it easy when you have like long names and when to see the what it corresponds from the left to the right this is now a setting so you can change it or you can make it a complete rainbow if you want not complete rainbow i wish that would that would actually make more maybe more more sense so um basically it's a color for the alternate um rose so if you remove the alpha it's a transparency so if you remove the transparency then you get a completely flat outliner without any color variation however if you're you want to go nuts you can you can have the nice zebra element let's make it zebra there you go a nice zebra unreadable but uh i guess you want to keep it like very subtle or remove it all together and just not have it super clean so there is a new clean outliner by default there is still a little bit here reset so there's still a little bit of the zebra but um it's just way it's a bit less uh tens that used to be then um that it's all for the outliner i think yes the um the restriction columns also they are shown for example here as you can see they're not available so they're great out but in general and they're turned on off so that's why they show up like that and the header key so if you change the call the the state of one of the properties on the double level they won't affect the the ones underneath all right more settings let's let's change from um from this outliner editor to the user preferences so last week if i'm not wrong yeah last week i show you how there were like three buttons here where you could save the or revert or um um activate the autosave of the preferences now it's all autosave by default so whatever you change so for example say i want to change this to one or like 1.2 something like that then if i close blender and i open it again it saves the settings so you don't have to think about saving the settings anymore because it's autosave by default so that will also save you some lost um changes the great thing though is that these autosaves in specific cases for example if you assign a shortcut if you um want to change the shortcut for rendering for example you don't like f12 so you right click and you change the shortcut and you assign it to whatever other key you want for example i'm gonna use f8 and then i just close blender i open it again and i should press f8 to render there you go so that's a nice little thing you don't have to remember to save your shortcuts anymore now it does it for you it's like blender got smarter last week somehow the um other thing that saves is a quick favorite so if you use a quick favorites a lot like right click um in a setting that allows you to do it for example add two quick favorites it's also going to be saved automatically if you don't do anything by default however if you don't want that if you rather have your um preferences saved when you wanted to not by default you can um disable it from here from the little hamburger icon here on the corner disable autosave and it's gonna show you the save preferences button to save them manually and then every time you change something you want to save it and it's gonna be like that the button is gonna be in great out so to tell you that there you're basically all your settings are whatever is saved but as soon as you change something it will um be available again so you can press it so that way you know if you change something again blender getting smarter every day from this um menu you can also reset to the default settings not the default file so if you have um for example a bunch of scenes and stuff a bunch of monkeys on your scene and you want to keep them but you want to only revert the preferences the changes that you have done you can by just clicking on it load factory preferences and it does it for you this is great i think i already explained it last week but it's just so good because before you have to load factory startup and you will lose your scene you have to always do it with your scene empty so it was very kind of annoying even all right so let's uh that is for the preferences now sequencer all right sequencer settings mainly interface wise there were some um actually many updates in uh in in regards to the um to the menus to some um settings that were not really um uh they were not really exposed anywhere and there is also a context menu so let's quickly go through some of them i'm not gonna be able to show all of the settings but actually one of them that i really really like it's um the um way this is not going to relate to the actual buttons and menus and stuff it's the way that video um movie or movie files they get added when you drag and drop an image or uh sorry a video it will place the video strip the movie strip on the top and the audio one on the bottom like every other software out there or at least those that make um video editing so that was something that it wasn't really um really um didn't really make a lot of sense to have the sound on the top and usually in some other software they have like two different sections all together for like the video and the audio but at least now in the blender way this is more consistent then the all the menus here on the side they were a refactor to work better to be a bit more readable they're also right aligned there is when they make sense there is there is a an offset offset setting i think this should always show right but grayed out but not like disappear otherwise we end up with an empty offset menu and the same for the crop settings they are now right aligned so they matched with the rest of blender and they um they're basically split into categories too so there is more room for activities i think previously only the modifiers were in a separate um tab except and not the other ones but yes the sequencer is getting some law as well some missing menu entries were in the um for selecting for select box for example now you can click anywhere in the sequencer to select um there is the sound crossfade also wasn't there the toggle meta data wasn't there also for the for the strips then this is for when you are in preview mode here view show meta data it wasn't available there um then the gap removed so when you want to remove a gap between two strips this wasn't even there so now it is i have only have to find where it is but yes um it's there believe me so yes many many tricks to the user interface to make it more friendly this is um uh it is work mainly from the video sequencer community that have been paying so much attention especially peter fog tint what in and he's been working so hard and he has a thread on dev talk with the outline all the outlining all the um the items that were missing and there are patches for adding even new operators to make it even more friendly but those have to wait until 2.81 because it's just too many things to add at the moment and we are on a UI freeze remember although we're about to the all right so last thing is just regarding the user interface is icons there are new icons all over the place so if you find something different that's why also the desktop icon changed now the desktop icon will follow the blender.org slash about slash logo the logo um guidelines in blender.org show you the actual color like the pantone color that you have to use and now those are used by the blender app itself so everything matches and it's all nightly so yes the user interface key maps and stuff wow i'm still far from finished all right let's let's power through it key maps remember in 2.7 there used to be a way to change your actual um your current frame without going to the sequencer to the sorry to the animation editors or the sequencer and that um the shortcut used to be alt and scroll so now that is back you can alt and then scroll sweet asmr for um for changing the the the current frame so it's very nice because you can be full screen there working on your armature like even like posing your one bone animation and then you can quickly go like if you have it here in one frame and then you go more frames like that you see i'm changing frame without actually um losing my my mouse my my right hand so you just um quickly go and oh here here left and you add another key frame and it's so nice look my no hands well almost no hands all right that is actually one of the settings that came back from 2.7 that it was already there the um other thing that it's being um discussed is to have alt left mouse button to um to scrap because right now it's shift right mouse button and not everybody is super happy about it so it's being discussed to add alt left mouse button to it but it's not there at least on my build right now then the note editor for another little well little it's actually pretty huge it's not really that huge but the um the um um nodes previously and this is also other things that look so uh insignificant but in um they were there actually in the in blender 2.7 when you had multiple like nodes but you wanted to like move them it will only move the active nodes so select everything click and drag i would only move the active node how annoying was that you had to press g for moving everything now in blender 2.8 when you select multiple and then click and drag it will drag the selected one so you can just quickly do that again small thing huge improvement in usability all right and next um removable oh yes file browser in the file browser there there was um an option that it can be very dangerous it could be not anymore because it's it's disabled now but basically in the um in the outliner you could previously press x on a file so you select the file you could press x to delete it and that um it wrote a um warning right it's okay but still it will delete it completely like it wouldn't send it to the trash or anything because it didn't know about it it should just delete it and that is too dangerous so for now it's removed you can't remove files from the file browser until the in 2.7 it 2.81 the idea is that there will be like a nice way of doing it like using whatever operating system api to actually send the file to the trash because blender wasn't sending it to the trash and you could lose your things your information forever so better better safe than sorry the you can still make um um folders by the way but you can't remove them so but you couldn't remove them before anyway so that's the only thing that is a bit annoying that you can make folders and then you can't remove when you end up with a new folder so all right next the industry compatible key map this is a okay it has tons of new updates but i couldn't go through all of them they're just way too many so if you're not familiar with it the industry standard key map is a that is a key map that allows you to quickly change between other applications and feel like at home because you will change your shortcuts to be more standard with the other apps the which is i guess good if you're already advanced with blender i think because otherwise you are not going to be able to follow any tutorials because the tutorials are going to use the default however if you do use it there are some very nice changes here and this week one of the changes was to use one two three for changing like the numbers on your keyboard to on the top of your keyboard to change the modes and then four for object mode five for sculpt vertex paint weight paint texture paint so that's basically the change and remember we used to have that in the blender key map sometimes last year but it got changed but now it's in the industry standard key map according to public user feedback community feedback all right outliner implement shift click for objects as well yeah when now in the out okay now i have to start my default because i no idea how the industry standard key map works next the uh this is i already mentioned actually in the outliner if you do shift clicked it will also affect the objects underneath so it will change the setting that you click on and also change it for the child objects so in this case all the objects inside this collection when i shift click will um like ripple all that action that i'm doing changes this is a small one the camera now has a bit better defaults by the default the blender camera had um the this is related to a future a future by in cycles and evie which is pretty exciting so stay tuned but the camera now has by default a depth of field focus distance of 10 because before it was zero so if you turn on depth of field then suddenly everything would be blurry because yeah there was no um it wasn't set to anything and why 10 well one because it's a nice um it's a nice number round number and actually it's the exact distance to the cube by default so it's also give you something to um to to see when you actually enable that setting the um f-stop is also 2.8 so you will see actually a difference here in the viewport when you have when you're using the depth of field either from the workbench or from the um evie or cycles which brings me to this change evie so with evie there has been tons of speed apps especially when you're drawing a mesh when you're drawing an edit mode is is now much faster should be more um more um compatible with the pretty much um more older graphics but especially with an intel graphics card there were some issues that the shaders wouldn't look good in evie now they do so if you had issues with your intel graphics card on evie make sure you check today tomorrow the build from tomorrow because still hasn't been compiled remember that every night they get refreshed and that should be fixed but what's even better is to have less options or at least share this option so last year last year i'm already and i'm not even having beer like i used to in this this uh this show in the past i'm having water sponsored by the cold quest 2018 and the last week last blender today i um showed you how now the settings of your lamps are of your lights using 2.8 terms are now um shared with um cycles so if you have a this i already mentioned last week but basically if you're in the render settings now the for example the intensity of your of your lamp and the the radius they will also be aligned with cycles so when you change between one and the other you shouldn't see many changes of course except the actual rate tracing but uh it should for it should be fairly close with this in mind this week there are two new um big things that were that were done to cycles and evie to make them match one of them is the film transparency so in the film panel and the render settings you will find the um um the here the in cycles you will see film transparent it would be you will see that it's actually um used for by those by by both engines the same so it's actually shared between them so we go to evie and you still have it here i don't see the transparent here the transparent button oh because in the other one is a it's a there are actual options so now it's here but if you enable it in one it will be enabled in the other so another setting that gets shared between two different render engines awesome speaking of awesome the other setting that got shared between the two um render engines is the depth of field and i don't i don't know if you noticed when i showed you just now that for turning on um depth of field the only thing i had to do was clicking on depth of field this is now shared with evie evie used to have a setting here in the depth uh button for the depth of field like a toggle that you could turn on that you could turn on or off this setting is no longer a scene setting but a camera setting so you can have a camera um with depth of field and you can have another camera without so you can switch between them so it makes more sense right you don't have to keep track of which camera has a depth of field now it's not a scene setting but a camera setting super nice less settings for the win and more more closer for um for evie and cycles but what's better than that what's better than mixing settings is to not have settings at all for example the volumetrics in evie you will have to always like you will set up your volume volumes in the like in your material settings but then if you didn't enable volumetric on the render settings then you wouldn't see them so that led to a lot of confusion because you have to turn on a setting twice not anymore now volumetric it's going to be enabled if there is a volume material in your scene so it's automatic it's you don't have to worry about it and the same has been done for the subsurface scattering which was also an issue because it used to be that you could change your subsurface settings here on your material and you would not see it in the viewport but you would see it in the preview so especially with the nice new preview here you would see it here but not in the viewport it was strange so now it's enabled um always only if there is a object using it actually so if you don't have it it's going to be faster so if you put it back to zero it's going to be just as fast very nice so much love for cycles yes cycles and evie for both both they're all in the same family so it's good to have them over all right so what's better than no settings it's more granularity in the settings so um the backface uh calling used to be an object setting now it's a paramaterial setting so if you go in this in evie so if you go to the settings of your material you're gonna find the backface calling so that way you won't calculate whatever is on the on the other side so it's a good for performance and it's paramaterial so you have more more control over it all right g already 48 i have 10 minutes left and i still have things to show all right animations now when you're um animating okay so for example i have a rig if i had a good rig like rig if i i'm afraid i'm not gonna make it to um to actually answer some questions but this is just so neat so when you have a rig for example this is the t-pose like the the default the rest pose but what if you change your your animation a little bit and you want this to be your rest pose well before you could um apply pose at rest pose it would take the whole pose and apply it as a rest and like a as a new t-pose now this also takes into account the selected bones so before even if you didn't have any selected bone it will apply the whole mesh the whole the armature now only applies to the selected bones then okay crisp pencil the crisp pencil i'm going like this all right so in the crisp pencil settings that i showed you last or two weeks ago where you can change for example the um options in the stroke to follow the um here or i'm drunk again and i didn't hmm well basically the follow drawing path so when you draw a line i don't see it here and i think i'm just a bit too going through too many things too fast and i don't find it but basically the um the follow drawing path when you draw a line with the crisp pencil that it will apply like textures to it for example like in the video that we shown last week by um by pepaland that you would see the blender developers so if you see in this video that it will draw the the lines it will follow the path now there is two three options actually one to not rotate at all one to follow the object rotation and the other one is to follow the uh path the one that you actually drawn so there is three options for that now all right ten minutes let's go through it again render there is rendering improvements but that's basically just faster especially when you have small tiles this it applies to cycles so there has been improvements and according to the tests it works especially better when you have small um tiles and it can go like hips faster like uh like like the default scene apparently or the empty scene on a 1080p screen with eight by eight tiles went from nine seconds to almost two seconds to less so it's actually quite quite fast wow nice improvement i wish we had that for for spring because there were a lot of small tiles that we had and the overhead was insane then another setting that i cannot show you but because i'm using linux but this only applies to windows is the default um directory for fonts so if you have your preferences file paths the fonts in linux and windows is going to show you the actual place where windows put it i'm not sure what it is but now it should work then object oh this is a nice one here's on my list of miscellaneous but actually it's actually pretty neat this makes the uh rotation of the 3d cursor finally useful so um many um many what months i would say over a year ago the 3d cursor was upgraded from 2d to 3d now when you click and when you position the 3d cursor um not by default but when you use for example the 3d cursor um tool and you change the setting for example to um use the geometry as orientation it will um it will apply to here it will follow the view of your like it will align to the it's not doing it here hmm or maybe edit mode there you go so it will follow them it would align to the the way having a hard time here to the direction to the normals so basically it would move the 3d cursor and i'm not getting it correctly to work here but it should align to the direction of the normals so that way now when you add a new object and this is the second part of the of the awesome for example when you add a cone you can choose from the um from the properties or the f9 remember that now there is also the f9 menu you can choose the alignment to be a world view like align to view which used to be an option here too and now you can choose 3d cursor which is gonna um um just um align it to how it goes how it 3d cursor is i don't know why i cannot i think it's just the back looks like it or i'm doing something wrong i'm using surface project oh there you go huh now i made it work and now if i had a cone it should yeah there you go so i was doing something wrong but also this needs a lot of testing so please test it but here you can see it in action actually i don't know their cone now i'm gonna add cones all over the place aligned like they should be and now it's working hey it just needs a little love all right next um well all the images changes actually i can't go through all of them because i saved the the description of the of the commit logs because there's just so many changes the the when you're painting textures in blender like i said before you now there is it's really hard to lose changes because it's gonna prompt you it's gonna ask you like hey you didn't save these changes but also if you change some of the properties it's also gonna mark it as modified and also if you um it supports for packing you can actually pack your unsaved images and it should be smarter like they will hide the unpack button because it really then makes it wasn't predictable it didn't make a lot of sense and the um use alpha setting has been replaced for so that is one of the settings that it reminds me of the 2.4 era or even before that an image you could use a use alpha setting now the um there is a drop down menu that shows the straight um alpha so just as it is like completely plain um pre-multiplied channel packed and known so no alpha ignored then the other thing that i since i'm here i'm just reading because i have five minutes left is that the lights the sun and the sunlight has a here i'm using the default settings and how do you select there you go shift oh because i didn't have the tool setting right click select dudes use right click select it's so much simpler then um the lamps the sun lamp has a setting that used to be there but now it goes renamed the size of the sun lamps didn't really make sense for a side for the sun because the size of the sun i guess uh it wouldn't fit in these um in meters here so it didn't make a lot of sense but the angle though does so the result is the same it's just gonna make the shadow more like diffuse or not but it's basically used as an angle so that's if you are um if you make addons that we're using that property so make sure you check it again or if you find you don't find the the the size slider it's because that was changed remove double-sided that was legacy basically and it has been removed so if you have an addon that it was using it make sure you update it because it it wasn't even working actually in the viewport and the um api for panels there is a new property called be a order that allows you to sort the panels and this was used for for example to always place the custom properties at the bottom and for cycles and it's used mainly internally and i hope the addon developers are not going to be fighting for sorting their panels before or after the best is just to leave it at the registration um automatically so you just don't use that be a order preference and it will our setting and it will sort them by the order they get um registered all right so it's been so many questions let's see if i managed in three minutes to explain some of them please give paulo 30 minutes more time uh but then it's going to end up in a one and a half hour livestream and i don't think anybody's going to watch that and they already have a hard time watching a one hour livestream so and i also have another livestream to start in one hour it is in spanish all right so ray loner leonard asks please add a viewport grid units back you can tell whether one grid is one millimeter centimeter or one meter is it um yeah i think they should should be added back why is there any reason why not um has been added so it's in from february so i think you just need more attention yeah let's let's try to squeeze squeeze it in for to point um for for this for the freeze i'm wondering if you're going to get a ui operator for for the exr multi-layer post render denoising before the ui freeze i don't think it's going to make it though there's still the operator but i don't know if i haven't heard any plans of that i'm very wrong but uh it's very tight um hi paulo i think the blender is really slow with big scenes and high polys yeah tell me something new working in the viewport loading meshes and texture while rendering and controls uh undo is so slow and will it ever be improved yes ever um yes that that is like it will be improved it's just it it's just not like a make it fast i think it's uh it's a deeper problem in the way undo works and it's something to be um to be worked on before the release like this is not a ui freeze feature the undo is going to be improved but it yeah it's it's really is nothing new it's uh is a way it works basically every time you undo is like a whole new blend file gets saved basically so it needs some love um and it's gonna be taken care of we you've seen the the the blend files from spring there are 40 000 objects imagine how was it for us to work with that and we are here even so okay dark sider hi paulo i noticed that in the last build the blender icon in the corner was replaced by a blender text not anymore recompile again set corp my question is the why the uv editor still have the old transform tool when we change why is that uv editor he still have the old transform tool it just needs updating i think i'm i'm not sure but i think it needs updating but there is there is work left in that area will we ever see a minoclution vertex color baking in 2.8 cycle did in 2.7 um also can we save vertex group selection why not edge and face groups face group exists actually yeah face maps they this is this exists edge not yet um but uh the minoclution vertex color baking it's uh cycle did it in 2.7 then it should be in 2.8 actually i'm i'm sorry i'm not uh up to date with that area yes crumbles um will there be upgrades on motion camera tracking not for 2.8 is it all possible to use onion skinning with non-responsive objects no only for expensive objects and armatures at the moment um is it possible to do smears instead of motion blurs like in spider verse i don't think they had a um like a tool for doing the smears immediately before making spider verse maybe after they really developed it for it i think from the making of that i've seen and uh no there is no currently a tool for that you can always sculpt or like sculpt your your baked meshes is there a way to do Lord of the Rings CGI AI armies in blender there is the crowd crowd sim 3d um addon which is a maybe this is what you're looking for it's uh developed by one of the the by one by two main core developers that are already working in blender that they work in the compositor and very um very tough areas in blender so they are familiar with the code and they're you you can trust these people it's at mind so yeah check it out crowd sim 3d dot com yes come all right um next question is it a way to make quick favorite menu not disappear when the mouse leave the menu not at the moment said um the transform gizmos are good for modeling but not for animation um good suggestions i'm gonna move uh to the actual questions um should be hidden when doing transformation shouldn't be hidden yeah actually this was already proposed get rid of the infinite dimension in lines uh it's gonna move to the shorter question sorry just i'm already five minutes past next i had to be one of those guys but any chance we can get the blender icon back that's already back hi pablo i noticed the view selected all in blender doesn't zoom i can't accurately hold viewport if it's a back please report it if it doesn't work like it used to be please report it um why do you not remove the header and make custom header for windows and add the cap it's not easy to make them the the custom header that's already been proposed i have my my mock-up from like forever ago that has the file menu embedded with the closed buttons but um yeah this i made this like years ago and it's not easy because we have three platforms and they all work differently one will be able to shift select the transform tools not possible at the moment but um that's not possible at the moment you can enable and disable the the gizmos from here from the move rotate scale and we are thinking of ways to make this a bit more accessible because at the moment this is just not ideal um loving all the progress i find a new modeling and sculpting tools to be unintuitive you can collapse the text next to the tools leaving only the icons or collapse both the text and the icons is there any way to collapse the icon and only leave the text no it's only the text and icons is there some place i can contribute constructive criticism yes in um with the tool icon designs and their final or are they final now they are final as they haven't changed in a while but you can always use the depth talk forums which you can for example there's the icons thread which is more for like the actual blender the small icons or you can also start a thread for the other kind of icons for the tool icons next question i'm already five minutes past so i'm gonna do five more questions um here so hello blender no hello blender has been hello blender hey blender has become a much more mature um let me close this here so i have some room i can't see all right so has become a much more mature software yes however the ui ux and uh of the dope sheet can be improved with some basic adjustments sometimes basic is not always basic let's see moving keyframes using only one only mouse um yeah the click and drag that should i think that should work not sure the object can be really populated with lots of keyframes there are some header keys while animating but once you open them all there is a lot of keyframes vertically shows uh i will have to go through it again sorry it's a bit too long and try to get fast um i'm gonna leave this open here uh so i can check it later silan said the real-time physics is now nearly a year in development it's actually not in development um for over a year and uh yeah there has been no updates on that i'm sorry team adison hi paulo what settings are needed to be changed or is a plugin needed to achieve a fully extended dash cross share within only the what it's commonly founded cap cat type programs and it's quite useful there are as far as i know no settings um i can't see where exactly what is what you are pointing at um but um i'll move to the next story ilia hi paulo thank you for making the show is it possible to make the quick favorites like this menu um there could be a way but the quick favorite can get very long so what happens when you when you reach more than eight um it's can be um can be tricky because you can only have eight in the pie menu all right shows up work hey paulo i have a suggestion for the asset management i'd like to be able to have each of my files use the same location as the home project folder is that already possible there is no asset management in blender currently it's the one of the targets for 2.81 so okay i already did for like over five let's do three more um hola señor paulo can you please hand over to mr sebastian these two super manga quick and light suggestions for the new shortcut system uh sebastian is not here anymore so you can actually reach to him on um blender dot chat or better yet actually put them in the dev talk user feedback forum and maybe mention him um developers are hanging out there so yes provided in the feedback number two facundo this says regarding the fake user button i think it should always be on by default because for example if you create different animation clips but the animation is different though whenever you create a new clip you should always remember to click that button um that already has been discussed it actually used to be like that in the past but it changed so it needs a bit more thinking there there were reasons why not otherwise you will end up with like tons of actions that you didn't need for that we need an asset manager where you can actually see all the orphan data all the things are going to lose if you save or not or a way to clean all the unused actions for example we need an asset manager 2.81 and last question when weight painting in 2.8 is there a shortcut to toggle between add and subtract shift i think or control let's try one of the modifiers and that's it i weigh our time but i think i managed to answer at least some of the questions sorry i didn't get to answer all of them but it shows so many updates this week with them with the within ui phrase and everything so if you want to read more remember in the code of blender authority there is a quick link to all the meeting notes where you can read more about the features that i talked about today you can nice blog post in the um the dev talk forums and it's being quite a show actually what g is what happened to me all right cool few we did it we we got through the blender user interface for 2.80 it's frozen almost frozen in just a matter of now tomorrow to the day after is like in these days but hopefully this will lead to more time into backfixing into um like just getting all the parts and tidy and all the work that has been done in the last three years in 2.8 nicely packed for a 2.80 release remember this is not the end of the world everything in 2.8 everything that is being worked on it's going to be polished and polished and polished and then features that didn't make it to 2.80 you're going to be part of 2.81 also there are um in the works there are branches what is it is a um it's a fork of blender that it maintains the same code but it actually some has some extra features for example the sculpt team is doing that they are developing new features in their branch which you can actually download from graphic all so they they they are not affected by this UI freeze they just actually it's better for them because not a lot of things are going to change in terms of the UI so they can keep it um they can keep it up to date so here's what you can find the graphical.org or in blender.community you can find the graphical community in there so by the way there is a site no there is a new community for blender greeks and they already been chatting there in a language that i don't understand it's so cool but if you speak greek you will realize it also italian by the way if you speak italian or if you speak italian uh we can see no i'm not sure how what i'm saying the same for french and any community if you have a community like speak the same language you want to share uh you want to have a place to hang out just uh let us know and we're going to make a community for you in here so all right back to the full screen remember this is not the end of the world in the maybe the user interface or the sequencer is going to have a branch too for developing new features for the blender sequencer that they didn't make it 2.80 and there they can be added to 2.81 so pretty exciting times because it means that we're only if you're going to only be fixing bugs from now until july it's very likely that we're going to make this deadline so yes pretty exciting all right so again this time of the day where i warn you if you have white headphones because the epic is coming and in the shape of street fighter in three two tan tan tan tan i think for the blender conference we have to play this live so if you know how to play any kind of instrument that can deal with this let me a note see you at blender conference 2019 for a live blender today who knows ciao thank you