[Bf-committers] Add Object Conventions and default behaviour

Aurel W. aurel.w at gmail.com
Sun Mar 21 15:16:35 CET 2010


Hi,

for the internal add operators, I guess there are no inconsistencies
then, but all python scripts, which add an object must all do it the
same and query user preferences. As I said, there are three
conventions for Add scripts/operators:

1) add at 3d curosor
2) align to viewing perspective if the option is set
3) Join the added mesh object, if the active one is in edit mode

For import scripts

1) add at world origin
2) never align to view
3) don't join or maybe join if the imported format can only add one
mesh object (more like an add operator than an importer)

Aurel


On 17 March 2010 17:24, Campbell Barton <ideasman42 at gmail.com> wrote:
> view align needs to be added, when I first wrote python add-object the
> view matrix wasn't available, but now it is, should be easy to add.
> adding at 0,0,0 I never saw and should never happen.
>
> Roger, strips are added at the mouse position, this ends up being
> awkward since the position is taken from when you press on the menu
> item, rather then when you trigger the menu.
> IMHO we could have an active channel, then the new strip could always
> be current frame + active channel.
>
> On Wed, Mar 17, 2010 at 5:07 PM, Roger Wickes <rogerwickes at yahoo.com> wrote:
>> strips in the VSE appear at random, and are not rubber-banded. same User Pref?
>>
>>  --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: Carsten Wartmann <cw at blenderbuch.de>
>> To: bf-blender developers <bf-committers at blender.org>
>> Sent: Wed, March 17, 2010 10:47:33 AM
>> Subject: Re: [Bf-committers] Add Object Conventions and default behaviour
>>
>> Aurel W. wrote:
>>> I also noticed some horrible new behavior when adding obects. They
>>> will be added at the world origin, rather than on the 3d cursor and
>>> won't be transformed by the current view matrix. I consider this as
>>> bug for now and assume no one really thought, that this would be a
>>> good default behavior.
>>>
>> The fact that they appear at 0,0,0 is a bug.
>>
>> The view align you can set in the user preferences.
>>
>> Carsten
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>>
>>
>>
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>
>
> --
> - Campbell
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list