[Bf-committers] Submitted patch to add cap ends setting for cylinders

Martin Poirier theeth at yahoo.com
Mon Oct 19 16:40:38 CEST 2009


UV Sphere and Ico Sphere (as well as other sphere types) have different parameters (they mostly only share the radius param), so until we can set operator properties visibility based on the value of other properties (so that you only get the properties related to the selected sphere type), I'd say it's best to keep them separate.

Martin

--- On Mon, 10/19/09, Wahooney <wahooney at wahooney.net> wrote:

> From: Wahooney <wahooney at wahooney.net>
> Subject: Re: [Bf-committers] Submitted patch to add cap ends setting for cylinders
> To: "bf-blender developers" <bf-committers at blender.org>
> Received: Monday, October 19, 2009, 3:28 AM
> Hey all,
> 
> Just a thought on point 1: couldn't UV Sphere and Icosphere
> be 
> integrated into a single Sphere primative? Then you can
> just have a 
> switch between ico/uv and perhaps more kinds of spheres
> (tetrahedron, 
> octahedron, cube, etc.)
> 
> William Reynish wrote:
> > Hi Howard,
> >
> > Thanks for submitting a patch, and welcome to Blender
> development.  
> > I'll attempt to answer your question about
> tube/cylinder primitives.
> >
> > I think the current behavior is superior to adding
> more primitives,  
> > here's why:
> >
> > 1, It doesn't clutter up the the Add menu.
> > 2, It allows you to experiment with the primitive,
> tweaking the  
> > setting for it in the Operator panel (in Tools pane or
> F6), and see  
> > the results live.
> > 3, Tubes and cylinders are very similar, and the user
> might often be  
> > confused and choose the wrong one.
> >
> > So basically I think what you've done is great.
> >
> > Cheers,
> >
> > -William
> >
> >
> > On 19 Oct, 2009, at 5:49 AM, Howard Brooks wrote:
> >
> >   
> >> Thanks Martin!
> >> I hope I didn't put my foot in it on my first
> attempt.  I was  
> >> looking into
> >> some discrepancy between Cylinder/Tube terminology
> and it now  
> >> appears to me
> >> that the intention is actually to have two
> distinct types of  
> >> primatives:
> >> Cylinders with capped ends and Tubes
> without.  Presently only Tubes  
> >> appear
> >> on the add/mesh menu
> (/release/scripts/ui/space_info.py) which may  
> >> have lead
> >> to the todo item.  But maybe the correct fix
> is to just have both  
> >> cylinder
> >> and tube on the add/mesh menu instead of the "cap
> ends" setting just  
> >> added.
> >> Thoughts?
> >>
> >> Howard
> >>
> >> On Sun, Oct 18, 2009 at 7:29 PM, Martin Poirier
> <theeth at yahoo.com> 
> >> wrote:
> >>
> >>     
> >>> Hi Howard,
> >>>
> >>> --- On Sun, 10/18/09, Howard Brooks <hbroo2008 at gmail.com>
> wrote:
> >>>
> >>>       
> >>>> My name is Howard Brooks.  By way of
> introduction,
> >>>> I've been a Blender user
> >>>> for a about 2 years, a programmer
> (business applications)
> >>>> for 15.  Working
> >>>> with Blender has been a very part time
> hobby for me, but I
> >>>> love the idea of
> >>>> open source and Blender in
> particular.  2.5 looks very
> >>>> cool and I am very
> >>>> excited about Durian.
> >>>>         
> >>> Great, it's always nice to see new people
> having a go at the code.
> >>>
> >>> I think it's safe to say that every is very
> excited about Durian :)
> >>>
> >>>       
> >>>> Anyway, I probably don't have a lot of
> free time to help,
> >>>> but I recently
> >>>> started building from source and figured I
> would try to
> >>>> help in whatever
> >>>> small ways I can.   I just
> added the
> >>>> following patch to the patch tracker
> >>>> for adding back the setting for capping
> the ends of new
> >>>> cylinders (from the
> >>>> 2.5 todo list).  I've only been
> poking around in
> >>>> Blender source for a few
> >>>> days so it's possible (likely?) I've
> missed something big
> >>>> -- it seemed a bit
> >>>> too easy. :)
> >>>>         
> >>> Thanks a lot for the patch, I've just applied
> and committed it to  
> >>> trunk.
> >>>
> >>>       
> >>>> P.s. I am new to open source collaboration
> so I hope I am
> >>>> not violating
> >>>> protocols by mailing this list -- I don't
> want to make your
> >>>> jobs harder!
> >>>> The "submitting a patch" section of
> blender.org suggested
> >>>> mailing this list
> >>>> for new patches.
> >>>>         
> >>> That was all very fine. You can also
> "announce" your patch on irc (
> >>> irc.freenode.net #blendercoders) and see if
> anyone there wants to  
> >>> have a
> >>> look at it. Here or there, either is fine.
> >>>
> >>>       
> >>>> Thanks everyone!
> >>>>         
> >>> Thank you
> >>>
> >>> Martin
> >>>
> >>>
> >>>      
> >>>
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