[Bf-committers] Modification Stack
Austin Benesh
doccoaster at msn.com
Thu Feb 10 00:44:39 CET 2005
You're absolutely correct, their needs to be reconstruction of certain
Blender code before an effective implementation can be in place. But I will
work on this concept. I'll keep notifying when progress is made.
-----Original Message-----
From: bf-committers-bounces at projects.blender.org
[mailto:bf-committers-bounces at projects.blender.org] On Behalf Of Chris Burt
Sent: Wednesday, February 09, 2005 11:58 AM
To: bf-blender developers
Subject: Re: [Bf-committers] Modification Stack
I was under the impression that 3ds Max has a modifier stack, however,
the main difference is how it is edited. Blender's implementation is to
have each modifier edited in its own context (hooks, lattice etc.)
whereas 3ds Max has hierarchical display (i.e. the outliner) which
allows the user to select which modifier they wish to edit, and then
lists appropriate attributes below. At least in the version I used. I
think a construction history stack is more akin to photoshop's history
panel which displays a list of the actions taken by the user in
chronological order. 3ds Max is more akin to:
Mesh
|-Warped [30]
|-Lattice Deformed
|-Subsurf [3]
|-Simple Subsurf
|-Optimal
|-Bevel
Etc.. In this system, the modifiers are applied in the order listed, and
rearranging them by clicking and dragging changes that order. Perhaps my
little example is far from the best example, but Construction History
Stack is more akin to:
Mesh
|- Extruded Some Verts
|- Did some vertex painting
|- Deleted some verts
|- Subdivided
|- Subdivided again
Etc.. In this system, it just keeps track of what changes have happened
to a mesh the way the undo system does now, and clicking one of these
"states" brings you back to the state the mesh was in once that step was
completed. In this system there is no room for rearranging the steps as
they are dependent on the previous step for their data. THAT is the main
difference IMO between modifier stack and history stack. A modifier
stack is non-destructive and a history stack is not.
Having said all of this garbage, I can say that there is a great deal of
work to be done in blender before the modifier stack idea can be
implemented effectively. The biggest reason is that this work ties in
directly with displists, armature recode, scene graph.. you name it.
Modifiers can effect allll of these things, and thus efficient coding of
the components for fast evaluation of the stack would be crucial before
this would even make sense to try. Otherwise, as is the case with 3ds
Max from what I've heard, Blender would slow to a crawl constantly
attempting to revaluate the entire stack when changes are made. (imagine
modifiers applied to meshes with particle systems for example)
I'm not an experienced coder but I believe I'm pretty good at
conceptualizing and grasping the logic of the matter, and to me it seems
like before this system can be implemented, work in other areas has to
be completed. That is, IF this system is ever implemented at all.
Chris
Ton Roosendaal wrote:
> Hi,
>
> The "modifier stack" is a confusing name. You can have non-destructive
> modifiers (in Blender too) which are now available as 'modifiers' in
> the code as well. Examples are Wave effect, Hook deform, and
> curve/lattice/armature deforms.
>
> What 3ds and Maya offer are "construction history stacks", which is
> very much different. Blender's undo system nor event system currently
> supports that.
>
> -Ton-
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