Yes, what actually happens is that each version adds ten new features while deep bug fixing falls behind.
Where I live, the Justice Department closed its doors because the judge is accused of serious wrongdoing. And Rhino feels the same: the bug fixing doors close precisely when accountability should stay open.
A representative from another company stopped by while I was clearly sculpting in 3D on ZBrush and Rhino. His grand conclusion? ‘We need more graphic designers like you who know programs similar to Photoshop.
The best part is the deer stare into headlights then calling you a genius and lose interest because “it’s to advanced to comprehend” and “it’s like greek language”
When I tried MOI years ago, I was unable to find how to use layers there. Not sure if the creator added them in the recent versions.
As for the “modern-looking” CAD programs with fewer huge icons… The user is forced to press or hold one of these, then a bunch of additional icons and menus appear, then the user clicks there, then more options appear… In 90% of the time this is a much slower approach than Rhino’s direct command activation via dedicated smaller icons. Not to mention that Rhino supports two commands per icon, so this alone nearly doubles the number of commands that user could reach with a single mouse click.
I tried moi months ago I think he added something called browser, in this video he mentions it looks like autodesk mayas outline system
I mean it’s great it exists because it gives that easy modelling for the users that needs it without much of a learning curve but man it’s so limited made me appreciate what rhino offers on the table
To be fair, I use Plasticity for sharp edge-work, corner refinement, and moving complex geometry. Its interface feels like the natural descendant of the old SketchUp UI. But after Google bought SketchUp, that design language more or less stopped evolving. Plasticity inherits both its strengths and its limitations. Fore example the developer is changing the interface all the time. Hard to follow because is hide and feels like your hands are tied. And I often forget how it works.
In practice, I still rely on many external tools around Rhino, because none of these simplified UIs are powerful enough to stand alone. And yes, when people meme about Rhino’s “1000 icons,” I include the little utilities too , such as my fast IGES/FBX bridge. They exist because we need them. More icons lol
Rhino does something similar—but with one important difference: I can expose whatever I need. For example, Rhino still lacks a dedicated tab for UVs / Mapping. All those tools stay hidden until you click “Texture Mapping” inside the Properties panel, and only when a surface or polysurface is selected. So I created my own UV tab, adding even more icons to the infamous “1000,” but exposing them helps both me and other users remember that UV mapping is a real workflow, not an afterthought. Allows users to understand that UVs exist.
DEVS: By the way, when we run the command ! _UVEditor Enter, we really need an additional command that also exposes the hidden tools inside Properties → Texture Mapping. Right now those tools stay invisible unless manually opened, which breaks the workflow.
Docking additional toolbars and creating your own icons and toolbars is an option. The Default Rhino UI is pretty clean and covers nearly all basic commands that the general user needs.
It’s so funny to read comments from people who opted to dock 1000 icons and make their Rhino like e Christmas tree, then complain “Oh, no, Rhino has 1000 icons and looks like a Christmas tree!”. It’s like those people who jump in the river, then complain that the water is wet.