[Bf-committers] Applying tool/modifier to multiple objects simultaneously

Roger Wickes rogerwickes at yahoo.com
Tue Mar 23 03:13:59 CET 2010


another feature creep discussed with Briggs this Sunday in IRC was 
conditional modifiers, or you might think of them as
driven modifiers. Use case: I want a modifier applied
only if the object z location is <0. I think the general solution 
is to open it up to a py API function, where we can write
a script snippet to get whatever we want, and then to 
set the influence slider. link it in to the modifier as a scriptlink,
if that idea is still in 2.5.

We have the frame case
covered, since we can animate the influence of the 
modifier by frame. 

 --Roger


Check out my website at www.rogerwickes.com for a good deal on my book and 
training course, as well as information about my latest activities. Use coupon
Papasmurf for $15 off!




________________________________
From: joe <joeedh at gmail.com>
To: bf-blender developers <bf-committers at blender.org>
Sent: Mon, March 22, 2010 8:51:34 PM
Subject: Re: [Bf-committers] Applying tool/modifier to multiple objects simultaneously

Modifiers are specific to one object instance, so making them apply to
multiple is a little iffy at the moment.

I'll probably clean this up when I get around to tackling the mesh
py/RNA API.  We do need some sort of modifier <-> tool bridge, so you
can use modifiers as tools, py api functions, etc, but I'm unsure how
such a thing would work (it's easy to write a simple interface layer,
but it's not good
to stack wholly different systems onto each other that way without
first carefully thinking it through).

<warning: tangent to topic>
The modifier system (in fact the whole DerivedMesh concept) is pretty
much used for three things; deforming, drawing, and converting
fundamentally different mesh data structures in a unified manner (it's
not really an abstract mesh class like I once thought, heh, it's meant
for drawing, conversion, and topology-unaware deformation, and there
it should stay, I think. past ideas we've thrown around of an
"AbstractMesh" API, where you can write tools that work on all current
DerivedMesh backends through an abstract API, would be much slower
then current design, because of memory/execution cache behavior).
</tangent>

Anyway, this is definitely an issue I'll need to keep in mind going forward.

Joe

On Sun, Mar 21, 2010 at 1:32 PM, Seppo Tukiainen <stuman at windowslive.com> wrote:
>
> Hi,
>
> Even though the blender is great program, the following thing has been annoying me for quite long time, but I don't know, if it’s a buck or lag of feature, anyway here it is:
>
> In cases where modifiers or tools have to be applied to several objects (that is: to all selected ones) simultaneously, it is not working. Instead modifier/tool is applied only to the last selected object and one has to go through every other pieces one by one or use “Make Links…” command.
>
> If it’s not a bug, I hope this kind of ‘applying to multiple objects’ support will be build in the blender. It wasn’t in the 2.4x, but since 2.5x are constructed better in many ways, as I’ve understood, there must be structures for this kind of feature in already.
> In fact, this kind of functionality should have been build into kernel in the first place. Applying any command should always go through the list of selected objects and try to apply it into them all (cause it’s user’s will).
>
> Sorry, if this is what you have already planned to do in the future, but I just wanted to let you to know that these kind of small things are also important.
>
> br: Seppo
> _________________________________________________________________
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