Thank you for the detailed guide and, of course, for the cool addon. But for some reason I kept getting new Vertex Groups when I changed Bevel, and this made editing in the viewport difficult.
Pretty dope add-on. Now I can stop working solely with polygons. I have just about one gripe with this add-on, mainly about recalling. Is there a way I can choose to disable it? I wanna add another modifier of the same type in different areas of an object but the recall feature is preventing me from doing just that. I know it's probably mentioned in both of these videos from the welcome page, but either I might be dumb and just skimmed both videos and some of the documentation for a straight-away answer or the documentation wasn't specific enough. Either way, for example, if I go into edit mode on an object, select any edge or vertex I want to bevel, and run vertex/edge bevel from either the Fast (Predict) context menu or the main context menu, it'll bevel the object from that vertex or edge I've selected. However, if I want to bevel another edge or vertex, I can run vertex/edge bevel on the newly-selected edge or vertex. What should happen, as expected initially, is that a new bevel modifier would be added within the stack of modifiers I have, but what I'm getting is that--instead of beveling the selected edges and vertices I want to bevel--it's altering the bevels for the edges and vertices I made which I don't have currently selected. Outside this example, while this is good and all because I might want to change the intensity of a bevel, set the boolean interaction of two objects, or the like, I also want to add another modifier of the same type without being limited to alter it through recalling, that or needing to apply the modifier this add-on is recalling--which is my current workaround in case anyone is having the same issue. While this might not be of any priority at the time of making these videos or putting out this add-on, I kinda wish that there was a way to toggle recall off or on.
Hi, thanks! Glad you are enjoying ND. There's no way to disable recall mode currently. I'm unsure what exactly might be causing the issue you are having with bevels, but it is possible to add multiple (stacking) Bevels in object mode by holding down SHIFT as you select Bevel. In terms of Edge and Vertex Bevels in Edit Mode things get a little trickier. You can't stack multiple of either on the same geometry selection, or in some cases where edges connect to other edges which have already had an edge bevel applied. This may be what is happening to you. It really depends specifically what you are trying to model, as a non-destructive approach with Blender definitely requires a few workarounds in certain cases, however there is likely a way to achieve what you are intending, but it may just require a different approach. There are a few tricks that become more obvious with a little more experience. If you'd like some more detailed help, feel free to post a few images and description in our Discord community. - Ian
@@HugeMenace I've tried stacking a new bevel modifier from the ND menu using SHIFT on different selections of an object I want to apply a new bevel modifier to (both pressing SHIFT once and holding it down) and it didn't (even temporarily) disable recall, sadly. The best but destructive approach is to apply the modifier it's forcing me to recall instead of stacking another of its type over it.
Only object mode bevels can currently be stacked. Edit mode bevels (edge and vertex) cannot be stacked. It's worth watching the Bevels video in the ND Deep Dive series to understand how they all work. - Tristan
Not currently, but I'm happy to consider it if there's a good use case for them while considering the built-in limitations of Blender's edge weights and vertex groups. - Tristan
I found the problem: When I added the plane for the Screw Cutter, I applied scale and rotation. It's the rotation application that messed it up. Is there a workaround for this situation, or do we just never apply rotation?
The Screw Head operator works in two contexts. If you have no object selected, it will place the screw head at the location of the 3D cursor, or if you have an object selected, it will put it at the origin of the object; in both cases, it will follow the respective rotation of each. - Tristan
@@HugeMenace Thanks for that. It's a bugger finding an operator that does the job you want, but it hasn't been implimented in Blender Modifiers. Some things in Blender really want to still be back in the Nineties 🙂
@@DaveTimperley as a fellow young person who was doing 3D in the 90s as well I feel you on this I ran away from the Autdodesk acquisition machine to blender after they adopted then murdered my baby (Softimage).
Sure, it's possible. Realistically, most hard surface models can be created with ND, and you can leverage traditional poly-modelling techniques for the parts that can't. - Tristan
How this has only 15 upvotes is beyond me. I have eliminated 3 other addons due to using ND. It is my go to addon.
Thank you for another great video.
Thank you very much. I'm a huge fan of the ND plug-in and have been waiting for more tutorials on the use of ND workflow.
I love it ! Thanks so much
This is great. A 'learning by example' series would be brilliant starting with simple objects
Thanks! We also think this is a good idea, so stay tuned...
So it's basically like a parametric modelling workflow for Blender? This is sick
Not quite parametric, just non-destructive :) however, there are hopes/plans to introduce true parametric functionality in the future! - Tristan
Obrigado por portar este tutorial, muito didático, desejo sucesso para você. Ganhou mais um escrito.
Sweet
Amazingly done! great tutorials and add-on (extension :D) you add nice humor to the videos I like it!
Это потрясающе. Влюбился в этот аддон ❤
Thank you for the detailed guide and, of course, for the cool addon. But for some reason I kept getting new Vertex Groups when I changed Bevel, and this made editing in the viewport difficult.
Thank you! When you run Vertex Bevel for the second time on the same object, does the green Recall mode appear?
- Ian
Pretty dope add-on. Now I can stop working solely with polygons.
I have just about one gripe with this add-on, mainly about recalling. Is there a way I can choose to disable it? I wanna add another modifier of the same type in different areas of an object but the recall feature is preventing me from doing just that. I know it's probably mentioned in both of these videos from the welcome page, but either I might be dumb and just skimmed both videos and some of the documentation for a straight-away answer or the documentation wasn't specific enough.
Either way, for example, if I go into edit mode on an object, select any edge or vertex I want to bevel, and run vertex/edge bevel from either the Fast (Predict) context menu or the main context menu, it'll bevel the object from that vertex or edge I've selected. However, if I want to bevel another edge or vertex, I can run vertex/edge bevel on the newly-selected edge or vertex. What should happen, as expected initially, is that a new bevel modifier would be added within the stack of modifiers I have, but what I'm getting is that--instead of beveling the selected edges and vertices I want to bevel--it's altering the bevels for the edges and vertices I made which I don't have currently selected.
Outside this example, while this is good and all because I might want to change the intensity of a bevel, set the boolean interaction of two objects, or the like, I also want to add another modifier of the same type without being limited to alter it through recalling, that or needing to apply the modifier this add-on is recalling--which is my current workaround in case anyone is having the same issue.
While this might not be of any priority at the time of making these videos or putting out this add-on, I kinda wish that there was a way to toggle recall off or on.
Hi, thanks! Glad you are enjoying ND. There's no way to disable recall mode currently. I'm unsure what exactly might be causing the issue you are having with bevels, but it is possible to add multiple (stacking) Bevels in object mode by holding down SHIFT as you select Bevel. In terms of Edge and Vertex Bevels in Edit Mode things get a little trickier. You can't stack multiple of either on the same geometry selection, or in some cases where edges connect to other edges which have already had an edge bevel applied. This may be what is happening to you.
It really depends specifically what you are trying to model, as a non-destructive approach with Blender definitely requires a few workarounds in certain cases, however there is likely a way to achieve what you are intending, but it may just require a different approach. There are a few tricks that become more obvious with a little more experience. If you'd like some more detailed help, feel free to post a few images and description in our Discord community. - Ian
@@HugeMenace I've tried stacking a new bevel modifier from the ND menu using SHIFT on different selections of an object I want to apply a new bevel modifier to (both pressing SHIFT once and holding it down) and it didn't (even temporarily) disable recall, sadly.
The best but destructive approach is to apply the modifier it's forcing me to recall instead of stacking another of its type over it.
Only object mode bevels can currently be stacked. Edit mode bevels (edge and vertex) cannot be stacked. It's worth watching the Bevels video in the ND Deep Dive series to understand how they all work. - Tristan
@@HugeMenace Oh okay, I assume that stackable edit mode bevels are planned?
Not currently, but I'm happy to consider it if there's a good use case for them while considering the built-in limitations of Blender's edge weights and vertex groups. - Tristan
18:32
When adding the Screw, how did you get the screw head to orientate itself to the view?
When I add it, it's facing Global Z.
I found the problem:
When I added the plane for the Screw Cutter, I applied scale and rotation. It's the rotation application that messed it up. Is there a workaround for this situation, or do we just never apply rotation?
The Screw Head operator works in two contexts. If you have no object selected, it will place the screw head at the location of the 3D cursor, or if you have an object selected, it will put it at the origin of the object; in both cases, it will follow the respective rotation of each. - Tristan
Can I duplicate the effect of a 'Knife Project' function in a non-destructive context?
The closest thing to a knife-project would be a boolean "slice" operation. - Tristan
@@HugeMenace Thanks for that. It's a bugger finding an operator that does the job you want, but it hasn't been implimented in Blender Modifiers. Some things in Blender really want to still be back in the Nineties 🙂
@@DaveTimperley as a fellow young person who was doing 3D in the 90s as well I feel you on this I ran away from the Autdodesk acquisition machine to blender after they adopted then murdered my baby (Softimage).
@@HugeMenace 13:56 slice distorting my mesh. How to fix?
@@illamilla2210 Hi, it depends what you mean. Maybe double check that the frame and slicer both have their scale reset to 1? - Ian
How about a Mech? Is it possible?
Sure, it's possible. Realistically, most hard surface models can be created with ND, and you can leverage traditional poly-modelling techniques for the parts that can't. - Tristan