3d Modeling software that can handle editing multiple items simultaneously

I’ve been using Blender for a couple of years. One major workflow limitation of Blender is the ability to edit multiple items simultaneously.
For example, you can’t assign a transform position of multiple items simultaneously. You have to select each mesh individually and assign the position one-by-one. This goes on and on for things like changing the name of items, adding constraints to bones.

I’m wondering if the other software packages have this limitation: Maya or Max3d?

Well yeah. If they aren’t same mesh you can only edit one at the time. This also goes for Max.

@FMark92 - Well definitely not true what you said about 3ds Max…

@ArachnidAnimal

3ds Max:

Transforms - Transform level editing… you can multi-select objects, and edit them as one or from individual object pivots… like scale as group or around individual pivot point, depending on selected reference coordinate system and transform coordinate center. It’s very flexible. Also, numeric entries can be used to transform multiple objects at once.

Meshes - 3ds max definitely can and will edit multiple objects at once… take let’s say 2 cubes, add editpoly modifier on top of the modifier stack, now both objects share a mesh editing modifier. Do edits in in this shared modifiers subobject modes (vertex, edge, face and so on) , collapse the shared modifier, and you have edits done in both meshes.
This is a very nice and well working way to modify certain kind of meshes. This said, it doesn’t mean that everything can be done non-destructively… but you can continue editing shared modifier on individual meshes, then add modifiers on either or both… so you can sort of “fork” the edits… but usually in the end you most likely have to collapse you mesh… resulting in similar end result as in Blender, where you have mesh and subdivision modifier on top of it.

Editing object names - similar behavior here too, you can rename a set of objects + add index numbers etc.

Similar stuff with UVs to meshes, as UV editing is just a modifier, but there are special cases where you might have to collapse meshes so that you don’t lose edits you did.

List goes on with bones, and other stuff, but rigging and constraints are IMHO the worst part of 3ds Max, when compared to Blender or Maya…

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Interesting.
You mean something like this?
https://blenderartists.org/forum/showthread.php?339369-MultiEdit-ALPHA-2%2528Major-Update%2529-Multiple-Objects-Editing

@FMark92

I didn’t check the videos completely, only few seconds, but I think it’s pretty same as what you can see in the second video, at 5:20… so good if it can be done in Blender too (with some addon).

In 3ds Max, it’s pretty easy to find out what works and doesn’t with editing using shared stack of modifiers, just better not expect that it is somehow nondestructive… and suitable for all use cases - but it is there.