That’s one thing I had tried to add to kio’s work on this, the ability to select by face center without doing a select through. It was the last thing feature-wise I wanted to add, but couldn’t figure out yet. I’m pretty sure you could have a sort-of doable version of what you want that way.
I’m hoping to understand it better so I can get that working. 2.90 has introduced some performance issues that might inadvertantly force me to learn about this stuff enough to get that part done as well.
For now here is a (fully?) functional 2.83.6 with Select Through, updated the link in the other post from earlier, and got rid of the messed up one. Blender 2.83.6.1 Select Through
Hi yall, I started working on Blender as well as of a few weeks ago now and I also have been stunt by the lack of this feature, I have been working on Max and Maya for the past couple of years and can’t believe such a important option is missing. Also, I use the 2.90 version and I don’t quite know how to implement the patch you guys have created, would you know where I could get information about that ?
I recommend building and patching. If you want to add something else to blender besides select through you’ll be able to, and you’ll have some familiarity with doing it.
Keep in mind that at the moment 2.9 select through is 2-3x slower than x-ray select
Back to this topic agagin.
I try some software this week. I think cinema 4d’s selection may be the tools we want. it use brush selection as default selection(not pass through),and box select through.
I think it have a good use of both tool,and it fit our mind.
We select few things when not using ortho view,so the brush selecet is enough.
On the other side, when we use ortho view ,it means that we have to select some point orderly
See what we got in blender : brush select is so hard to use(because it is different with the other select tools),which not allow to change view when select and use right click to confirm.
Since start of this thread, already 18 people have signed up just to post in it. We are getting way more complex to implement yet way less useful features in every release for almost two years now, yet the probably most requested feature keeps being ignored.
That particular addon does not address majority of issues needed for smooth workflow. Only small fraction of them, so it’s not really an acceptable replacement for the patched build in any way.
The script still uses face selection by dots, not face area, and edges are still randomly selected in multiple different way depending on what’s present inside the selection box. If you want a normal selection like any other 3D software, you want the patched version, not the script.
It’s still has a design issue and probably no one has time for it, don’t forget we lost William who used to make all Blender’s UI/UX designs while iterating after each feedback, so now it’s on hold.
There are no design issues aside from those artificially invented by the development team. I am using the feature for at least half a year now in a custom build. It’s literally a single checkbox, and the “issue” is just disagreement about its placement. That’s not an issue, that’s just an excuse.
It’s an issue if it doesn’t fit with Blender’s paradigm,i am not going to repeat what’s said on the task…so go check it if you’re not convinced and with your kind of attitude no wonder no dev would take a serious look at it ,then remain happy with the custom build for as long as you wish ;).
I have at least 10+ posts under that task, and I have created this particular thread… 2 years ago. 2 years is more than enough time to figure out where to put one checkbox. Instead all we got is 2 years worth of excuses.
Blender’s paradigms is what actually brought us to this very sad situation. It’s nonsense paradigms like “you should never be able to select what you don’t see”, which don’t belong in the modern world of meshes with more than quadruple digit counts of triangles, that lead to many Blender artists wasting minutes or even hours every day finding Blender’s flawed and obsolete selection method.
So it’s not just a matter of if something fits certain paradigm, but also if certain paradigm is valid. If the primitive, paradigm centric opinion you have was applied universally, we’d still have things like materials and texture images being randomly deleted from your scene upon reloading it, because Blender once, in 2.79 days, had paradigm dictating that every unused datablock should be deleted when closing file, regardless how much time user spent making it.