[Bf-committers] Fwd: knifeless.blend animation

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Wed Jul 20 10:07:59 CEST 2011


@Bassam: that's exactly how it works in BMesh

Daniel Salazar
3Developer.com



On Tue, Jul 19, 2011 at 4:06 PM, Bassam Kurdali
<bkurdali at freefactory.org> wrote:
>  One of the things that makes the softimage (for example) knife 'better'
> is that you can continue to navigate the view while in the knife
> mode.(imagine cutting e.g. a wrinkle around a character's trouser leg).
> I had a brief misunderstanding when 2.5 'non blocking/non modal' stuff
> was announced that this meant that this artist friendly functionality
> was coming to blender (also useful for e.g. circle select), however my
> hopes were dashed when I realized 'non blocking' meant 'artists now have
> to redundantly hold down keys on their keyboards' (joke)
>
>  In seriousness: if this is at all possible given the 2.5 architecture
> it would be a big increase in functionality.
>
> On Sun, 2011-07-17 at 07:53 -0400, Howard Trickey wrote:
>> In fact I've been reading the bmesh knife code recently, on my project to
>> help close out the bmesh TODOs, and the code right now there may be doing
>> some closer to what you want: hitting k takes you into a modal mode where
>> successive left clicks make connected cuts; hitting e ends a cut and lets
>> you start a new series; holding down CNTRL turns midpoint snapping on,
>> holding down SHIFT turns all snapping off (by default, edge and vertex
>> snapping are on); and using the middle mouse button temporarily takes you
>> out of cutting mode so you spin the model.
>>
>> Who knows how long it will take to get bmesh into trunk (though I am trying
>> hard to contribute to making that sooner rather than later), so it is
>> probably worthwhile to fix the old version now, but it would be good to
>> settle on similar behavior between old and new so that it will be easier for
>> users to adapt to the change to bmesh when it comes.
>>
>> 2011/7/17 Αντώνης Ρυακιωτάκης <kalast at gmail.com>
>>
>> > Hi, before doing unnecessary work maybe you should check with bmesh
>> > too? If it's going to be merged anytime maybe it's better to work
>> > there?
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