Testing out the _IsolateToViewports for the first time, and it works way differently than what I expected it to do. The expectation was that the command would provide a method for isolating a single object for modification in scene that is cluttered with object.
Expected:
It ISOLATES (as in _isolate) the selected objects in that viewport only.
(Expected behaviour simulated here with a macro.)
Reality:
It HIDES the selected object from other viewports.
Also, I’m missing a corresponding _Show / _ShowInDetail command that resets the scene.
I think the concept of the command is super usefull, but currently with the weird names and missing functionalities, it’s missing the mark. IMO the available commands should duplicate these guys in viewport level.
We have usefull _HideInDetail, _ShowInDetail and _ShowSelectedInDetail (why not _IsolateInDetail?)
I would expect to have _HideinViewport, _ShowInViewport and _IsolateInViewport that work similarly.
Thanks for taking the time to provide feedback on this new feature!
I think there are more of us that aren’t very happy with the names of the commands. Every time I see the command names I need to start parsing the word to figure out its functionality. When they were introduced, I quickly made keyboard aliases that I remember the function of and probably don’t look at the actual command names often enough…
Anyway…
As you found out, that’s not what it does.
Yes, it isolates the “existence” of the object to the selected viewport(s).
You don’t mention that macro…
And from:
… I take it that you didn’t use the HideInViewport command.
For your purpose, the macro would be:
Select Pause Invert HideInViewport EnterEnd
I’m not sure if that means that you didn’t find the UnisolateFromViewports command?
To me, the one important part that is missing in this feature is a way to make an object visible again in a certain viewport without having to chase down where that object is still visible in a viewport or detail somewhere. To me, it wouldn’t be ShowInViewport as that would show all objects that have been isolated from a viewport, but a more selective ShowSelectedInViewport that, just like the ShowSelected command, would only show everything that was isolated from the active viewport and let you select which objects to make visible again.
That request has been on the list for a while: RH-89994 IsolateToViewport: UnveilIsolated
-wim
Hi Wim,
I a big fan of first impressions when it comes to functionality. Like, how you preceive it before you learn to cope with the workarounds and inconsistencies.
First off, the icons are missing for the “viewport” set , and the existing icon is missleading at best.
I found this one. It was listed here as an example part on a complete set.
I did find this, but I dod not realise the AllFullyHiddenByIsolation option. And I’m still missing the “reset scene” option.
I used similar macro. Why isn’t this a command?
I have the feeling (now again as a long time user, but first-time impression of the new functionality) that all the pieces are there for an incredible new working method - but the UX is terrible. The possibility to hide layers and objects in details have simplified printing setups on multi-layout prints tremendously. I feel this has a similar potential to assist modelling in complex scenes. I mean I use basic _Hide and _Isolate (coupled with selection by Key/Value) a lot on models with 100.000+ parts. These methods would complement current working processes nicely. But the “viewport” commands need a harmonisation step to match with the legacy stuff.
I also think that the naming is confusing. It should isolate the selected object(s) in the active viewport and hide the rest objects only in the active display.
I haven’t tested this as I use Rhino 7, but from what I read, this new command is acting like “Hide the selected object from the rest viewports”.