Call for Content: Workspaces

Hello, i’m Wilman from Indonesia. here is my suggestion for Sculpting workspace i always use in Blender. i always need outliner for select multiple object if in viewport become so slooow. and then modifier tab to use mirror modifier often to make eyes. and 2 uv editor for two reference image. and that beautiful matcap as default with cavity checked.

cheers

BTW I LOVE THIS THEME BETTER THAN THE LATEST ONE :((

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Sculpting

Outliner only shows objects and meshes.
Status bar is kept to keep track of number memory usage and number of vertices.

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Modelling

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Animation workspace

There is addon for animation workspace - GitHub - Pullusb/TapTapSwap: Blender addon - Keymap shortcuts to swap some areas of blender
which allows you to switch between dopesheet and graph editor with hotkey “Z”

As animator, I can say this is very comfortable workspace for animation if using that TapTapSwap addon.

I suppose blender must have such switcher by default, integrated.

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default \ 3d modeling workspace

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My sculpt suggestion:

At the bottom right is the image editor to open reference images.

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Hey Pablo,

I used to work as a compositor for ten years in different studios. We used mainly node based softwares as Shake, Fusion and Nuke. Since I met Blender a lot of time I use it for compositing purposes only and the workspace I prefer is the attached one with a huge window for the nodes, a timeline at the bottom plus the render settings on the right side as I’ve got use to it in Fusion. Regular compositing softwares have a preview window as well but Blender backdrop option is a unique and awesome feature which offers you a huge node editor window and a 100% image size preview in one frame. Gorgeous! I use this settings in my 3D projects as well because it simple and handy. The current compositing workspace contains a 3D window also but usually you don’t have to modificate your 3D stuff during the post production process and after all you need the 3D viewport the use of the default workspace is more convenient.

Thanks for your great job!

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Additionally for my previous compositing proposal an extra masking layout would be also nice. It would be also simple and practical.

Cheers,

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Hi,
here is my take on the Archiviz workspace:


The main 3D view is a set to LookDev shading with scene lights enabled. The focal length is set to 30 mm.
The bottom left 3D view has hidden tool panel (T), Wireframe enabled at 1.00, Shading color set to Random, X-Ray enabled at 0.10. It has Top Ortho view as default and focal lenght is also set to 30 mm.
Tho material editor has hidden N panel.

I have been using similar layout with Blender for last few years daily and in combination with Toggle Maximize Area it is fast and effective for 90% of archiviz work.

Can’t agree more with the switcher option

@cenda one of the rules is that you have to use the default blender theme.

My suggestion for tracking:

1 Like

It is just for inspiration. I believe that developers can see it, even it has not right colors or right version.

Suggestion for Compositing. It is actually the one I’ve been using the last years for compo.

  • Node Wrangler active
  • The bottom right 3D View changed to Movie Clip Editor
    Is more useful for making rotoscoping, which is more usual into a compositing workflow rather than using the 3D View
  • A little compositor was added in the upper right corner.
    You can also see this in Sean Kennedy’s workflow. The idea behind this is having always at hand the end of the compositing tree. Then, you can always set the Viewer node without navigating through the main node editor, just Ctrl Shift Click to the end point.
  • Thus, when the auto offset is active, it must be set as left by default.
    If not, the nodes in the mini node editor described above will move away.
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Very nice! One thing that I would think about removing is the Outliner (If you want to switch object I think using the 3D View is fine). If you make the properties panel taller you can also see more of the modifier stack.

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Modeling / General

Workspaces File: http://pasteall.org/blend/index.php?id=49935
Modeling, Animation, Sculpting, Texture Paint, UV Editing.

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Animation (Basic)

UV Editing

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I still dont understand what this widget is doing there on uv editor.

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Animation Workspace!

Key points I shot for:

  • Two 3D views, work and shot camera
  • Reduce clutter
  • Maximize 3D view space (for both windows)
  • Don’t stray too far from default layout, for clarity reasons
  • Know this is something targeted for new users
  • Scale well up to 21:9

Addons:

Bone Selection Sets
I use this add-on rather heavily, and have keys bound to its functions. I made a example layout of how I set up my sets to try and further show the usefulness.

Workspace


Now I find most animators will eventually tear off a window for camera on their second monitor. Or stretch their blender across both (as multi window can be annoying when mouse over doesn’t activate said window).
I wanted to set up a workspace that will lead new animtors to a similar setup. Keep the windows up top and the editors down below. The camera window is a little large, but I forsee space for character pickers or reference videos.

Specifics & reasoning

Two huge 3D views with accompanying Dope and Graph editors respectively.

  • scales well to multiple monitors (or 21:9)
  • I find I often use both the action editor and graph editor (more on that below)
  • each window has something to easily grab and scrub
  • hid as much as I could in camera window

Re-arranged the Sidebar menu

  • Properties is right below the Transforms, collapsed the rest

Swapped Outliner and Properties windows

  • This is to place the bone selection sets window in a more reasonable place
  • not convinced this was a good idea, as it’s a little disorienting from the default layout

Shrank the timeline

  • Just a tiny bit… Shooting for extra 3D view space

Other things to note:

I left on the main header, I would personally hide it for more workspace but I feel that should be up to each user. I would also hide the main 3D view header, if the pivot points weren’t located there

I also turned on audio scrubbing (is this workspace specific?)

I really like @StanislavOvcharov’s submission, especailly:

The idea of the graph / dope sheet toggle key is also really enticing. It would save a lot of screen space and would change my layout suggestion.
I like how he split the outliner and properties vertically. Could be a nice solution as well-- but it does stray from the default a bit more than my goal.
I sometimes also load up a VSE to see the waveform, but IDEALLY this will be an option for the graph editor or timeline at some point rather than take up my previous 3D view space.

I would like to work in a workspace for a couple weeks to really find what I like/dislike. I assume the spring team will have some good setups and input.

Hope to hear feed back!

edit
I think outliner and properties windows should be swapped, after working in this format for a bit I found I used collection visibility toggles more often than the bone groups.

4 Likes