[Bf-committers] Polychop modifier

Chris Burt desoto at exenex.com
Wed Oct 3 17:56:33 CEST 2007


"Remember, Polychop's Results can be seen before you "commit" the
modifier, decimate does not allows"

I'm confused.. isn't this what the "Apply" button of every modifier is for?

--Chris

On 10/3/07, Rodrigo Hernandez <kwizatz at aeongames.com> wrote:
> Chris Burt wrote:
> > I'm under the impression that how the modifier is represented as a
> > choice in the UI has nothing to do with the list of things you gave as
> > reasons not to have "Polychop" and "Default" available on the
> > dropdown. This is strictly a UI and naming issue is it not?
> >
> > Regards,
> > --Chris
> >
> Well, I see Polychop as a distinct modifier that does a similar task to
> decimate,
> so depends on which dropdown we're talking about.
> I think it would be ok if we had a submenu on the "add modifier" dropdown
> (so the selection is made before the actual modifier instance is
> created) that
> either has decimate -> and default - polychop as options or polygon
> reduction-> and decimate - polychop as options
>
> The way Ben worded it sounds like you would have to apply a decimate
> modifier,
> and then select the type of polygon reduction to use (given the subsurf
> example),
> this is what I consider impractical since right after you apply a
> modifier variables are initialized, memory is allocated, etc,
> the tool panel for the modifier would have to be dynamic itself, and
> every time the user changes
> the internal decimate <-> polychop dropdown it would be like reapplying
> the modifier all over again.
> Remember, Polychop's Results can be seen before you "commit" the
> modifier, decimate does not allows
> this so even their modifier flags are different, I would have to come up
> with a way to change this, its more
> work that does not really gives us any form of improvement.
>
> So, my reasons not to have it as an option inside the decimate modifier
> are from my point of view practical reasons,
> rather than aesthetic.
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