Can we expect at some point a true hierarchy system with groups for Blender?

I saw this threat popping up again… And I think it’s still relevant.
I think there is a little misunderstanding. Of course I can only speak for myself but the main thing I’m missing about groups in blender is the feature that you can apply modifiers to “groups” of objects not to just one object (as I explained in an earlier post).
I think it’s not that easy to script that in a little add-on (but I’m not a programmer so I have no idea)…

I totally agree with Lichen!
I think it’s very obvious when you come from another software what workflows can be A LOT more convenient. I mean, I switched from C4D to Blender and back to C4D (because of that group thing) and I also miss some things in C4D that I really liked in Blender. Things that I think are better solved in Blender than in C4D.

There is C4D for example…

Well… whit geometry nodes there is finally a solution for that problem (Just for those who might stumble upon this threat, trying to find a solution for that modifier group problem):
With the new (Blender 3.0) node “realize instances” you can now make collection input “real”. So you can have an “empty” object (not an “Empty” but an object without geometry data) that behaves like a group object. After the Geometry Nodes modifier you can add other modifiers that affect the whole collection.
Thats kind of a workaround but it’s finally possible to apply modifiers to a whole collection.
But I think, the whole Geometry Node project is a very useful tool that has potential to solve most of that “group” related problems anyway, as you can have multiple objects in one node tree.

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