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by kamranjon
937 days ago
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This all started with the release of Blender 2.8 - here are the release notes: https://www.blender.org/download/releases/2-80/ and you can see a hacker news post about it here: https://news.ycombinator.com/item?id=20566139 Basically blender had a ton of features but you had to learn all sorts of shortcuts and read endless documentation to even become aware of them. They decided to really focus on the UI and bring it into a more standardized experience, where people who were not intimately familiar with blender would stand a chance - and overall I think everyone has loved it, even those who used it extensively. One of the things I really like that they added was workspaces, so you can quickly start in a UI that makes sense for what you want to do. Just the other day I wanted to make an animated intro from an svg image, so I just opened it in the 2d animation workspace and was off to the races. Blenders UI has always been infinitely customizable, but without bundling that capability into a feature that benefits the user, it really just lead to confusion. 2.8 was a huge update for them and they’ve sort of been going all in on that user-centric direction with every subsequent release since then. |
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The specific example you gave was the workspaces. That did not sound correct to me so I checked my 2.3 reference manual(the big book they sold right after going opensource) and it has workspaces. I want to say they were one of the big things added for the 2.0 release But I don't really remember that well and am too lazy to actually try and install old releases to find out.
I don't use a lot of 3d software so I am not a huge authority but sometimes it almost is like the opposite has happened. The commercial 3d editors have been copying some of the features blender introduced. stacked windowing system, single window editing, put all the controls up front instead of hiding them behind menus, modal editing. This is a two way stream of ideas as the various editors copy each others good ideas.