[Bf-committers] Applying tool/modifier to multiple objects simultaneously

joe joeedh at gmail.com
Tue Mar 23 01:51:34 CET 2010


Modifiers are specific to one object instance, so making them apply to
multiple is a little iffy at the moment.

I'll probably clean this up when I get around to tackling the mesh
py/RNA API.  We do need some sort of modifier <-> tool bridge, so you
can use modifiers as tools, py api functions, etc, but I'm unsure how
such a thing would work (it's easy to write a simple interface layer,
but it's not good
to stack wholly different systems onto each other that way without
first carefully thinking it through).

<warning: tangent to topic>
The modifier system (in fact the whole DerivedMesh concept) is pretty
much used for three things; deforming, drawing, and converting
fundamentally different mesh data structures in a unified manner (it's
not really an abstract mesh class like I once thought, heh, it's meant
for drawing, conversion, and topology-unaware deformation, and there
it should stay, I think. past ideas we've thrown around of an
"AbstractMesh" API, where you can write tools that work on all current
DerivedMesh backends through an abstract API, would be much slower
then current design, because of memory/execution cache behavior).
</tangent>

Anyway, this is definitely an issue I'll need to keep in mind going forward.

Joe

On Sun, Mar 21, 2010 at 1:32 PM, Seppo Tukiainen <stuman at windowslive.com> wrote:
>
> Hi,
>
> Even though the blender is great program, the following thing has been annoying me for quite long time, but I don't know, if it’s a buck or lag of feature, anyway here it is:
>
> In cases where modifiers or tools have to be applied to several objects (that is: to all selected ones) simultaneously, it is not working. Instead modifier/tool is applied only to the last selected object and one has to go through every other pieces one by one or use “Make Links…” command.
>
> If it’s not a bug, I hope this kind of ‘applying to multiple objects’ support will be build in the blender. It wasn’t in the 2.4x, but since 2.5x are constructed better in many ways, as I’ve understood, there must be structures for this kind of feature in already.
> In fact, this kind of functionality should have been build into kernel in the first place. Applying any command should always go through the list of selected objects and try to apply it into them all (cause it’s user’s will).
>
> Sorry, if this is what you have already planned to do in the future, but I just wanted to let you to know that these kind of small things are also important.
>
> br: Seppo
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