[Bf-committers] Questions regarding adding new mesh, primitive

Campbell Barton cbarton at metavr.com
Thu Aug 23 16:50:49 CEST 2007


Since patch looks well written and resulting meshes could be big enough 
to be slow in python - Id be happy to your patch accepted,.

By the way - you can write a script and have it included with blender, 
(not just for your own use)

Rodrigo Hernandez wrote:
> Fine, I don't want to be argumentative, but, if in fact
> the icosphere was a Python Script, I would have just
> gone that route, so in following with your response,
> can you name a single instance in which you think
> the icosphere primitive has demonstrated repeatedly
> usefulness to a large majority  of users that is not in
> any way also applicable to the octasphere or any
> other geodesic for that matter? if you can't,
> I propose the icosphere be demoted to a script as well.
> 
> I know what you're getting at though, you don't want code
> pollution, and I think thats valid, I don't mind writing a script
> only I would use, but to me is wasted time I could have saved
> if someone had already written and added it to the project.
> 
> Anyway, I am just expressing my opinion here, if it should be
> a script that never sees the light of day, so be it, the patch is
> already there if anyone cares about it.
> 
> Thanks.
> 
> Roland Hess wrote:
>> Really, I think that this is inappropriate for inclusion in main 
>> Blender. In fact, this is one of the reasons that the ability to do 
>> Python-based primitives is there: small-audience and personal 
>> usefulness. It's certainly useful to you and the small group of other 
>> people who will follow that same book. But really, if you want it as a 
>> primitive, use the Python method. And, if lots of people really really 
>> want to use this book with Blender, it would take all of ten seconds to 
>> post a .blend file with the octosphere already in it.
>>
>> I would think that only primitives with a demonstrated, repeated 
>> usefulness to a large majority of users will be added to the primitives 
>> list in the sources.
>>
>>   
>>> The reason why I want to add this primitive is because its used by Paul 
>>> Steed in his
>>> book "*Modelling* a Character in 3DS Max" for the character's head, if 
>>> Blender had the
>>> primitive, I am sure the book can be followed using it instead of Max.
>>>     
>>   
> 
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-- 
Campbell J Barton (ideasman42)


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