Blender 4 changes

Great idea.

Here is one more on key binds

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rorsdors
Grant says to use ctrl click to select different bones in weight painting. I can’t get it to work in Blender 4, in the previous version no problem, in fact I tend to hold shift left click to move between the bones in 3.6. I can select the different bones in the vertex tab.
Have they changed the way to select different bones in weight painting in the newest incarnation of Blender?

Dwayne

Dwayne

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UV Unwrapping:

I think I just noticed one. Before, if I am not misremembering, if you selected multiple objects and selected the default Unwrap (I used Conformal mapping), all the islands would be scaled according to relative size (assuming of course you applied the scale transforms!). In 4.0, it appears not to be the case.

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@Todd_Vance I don’t know I’ve only Unwrapped 1 object at a time, but They did update the unwrap to be more efficient compared to previous versions.

More stuff mentioned.

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Texture slots in texture painting moved in Blender 4.

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Snapping has been improved.

Press B over the point of your selected object you want to snap to the other thing.

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Texture slots now here.

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More about textures from the grant master

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Project individual elements from the Snapping menu moved here Grab move menu, if you ever want it.

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Shift + s is remove to for switch nodes type. It says a native implementation will be added in the future

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Regarding that “native implementation”: There’s an ongoing design discussion about this function, which is tentatively being called the “Swap Node” operator.

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you-now-use-ctr-shift-left-click-to-select-bones-in-weight-paint

They updated it (ctrl left click isn’t working anymore), use ctrl shift left click for it now.

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To enable the normals lines on Bezier curves. there is a new submenu in 4.0 specific to each mode. In Edit Mode, look to the right of Viewport Overlays - there is a new menu ‘Curve Edit Mode Overlays’

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Other help.

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Texture paint, colour sampling. Changed.

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Shift+X for the eyedropped/sample colour (was ‘S’), didn’t see it mentioned!

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Nodes & smooth shading in 4.1

Set Shade Smooth works now.
Smooth by Angle as geometry node

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Smoothing in 4.1

Old Shade Smooth ignores marked sharp edges
Stays the same.

Old Auto smooth you can select the angle (Default 30d) Changing the angle interactively alters the edges ‘treated’ as sharp.
You can add marked sharp as well.

New, (replacement of Auto Smooth) Shade Smooth by Angle. (warning, may be best not to use, use the new modifer instead)
It marks sharp those angles it will treat as sharp. Not interactive! If you change the angle you have to re shade smooth and must undo by hand the marked sharps of previous creation.

Interactive version is now a modifier!
Modifiers, Normals, Smooth by Angle.
Works like the old Shade Auto Smooth. It has an angle number to change as before. PLUS an ‘ignore’ sharps marked tick box.
Warning, New Normals smoothing modifier needs to be last in the modifier list, or at least after a subdiv. But before a weighted normals. Just be aware like modifiers do sometimes order matters.

Applying the Normals modifier will mark sharp all that it had been making sharp.

The old Normals dropdown that used to be in the Data tab has been removed. Function is in the new modifier.

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