[Bf-committers] Proposal: Object creation

Thomas Volkmann thomas at heulfritze.de
Tue Oct 4 11:31:15 CEST 2011

That means for example, that you can change the segmentsnumber of a sphere at
any later time (as long as you didn't do anything else to it). Did I get that

"Martin Bürbaum" <martin.buerbaum at gmx.at> hat am 4. Oktober 2011 um 11:13

> Follow up of the "redo operator with last used settings (patch)" thread
> http://lists.blender.org/pipermail/bf-committers/2011-September/033725.html
> I propose a new way of handling newly created objects in Blender.
> I'm sure this may not have a high priority right now, but discussion and
> planning is never a bad thing IMHO.
> I'll not go into detail how this should be implemented since Blenders internal
> architecture is still new to me. I'll add my basic ideas though.
> C&C welcome (especially from the coding and framework perspective).
> ------------------------------------------
> Everything created with an "Add" operator is initially locked from editing and
> can only be changed by tweaking its parameters (see below of editing).
> My basic idea would be to store a unique identifier (operator name?) and the
> defining parameters (operator parameters?) in that object somehow.
> Maybe making this its own object type (e.g. "Generated") would work?
> The parameters of the object can then be tweaked (in object or edit-mode, see
> below) to ones linking.
> I imagine this would be done by taking the the operator and parameters and
> "redo" them.
> After creation you can enter edit mode, but you will not be able to change
> anything except the parameters.
> When one wants to edit the data of the object directly (mesh/curve/etc.) it
> will be converted to an "editable" object.
> That means that after that the object behaves no different than it does right
> now in Blender.
> This can be done automatically (with a small prompt to the user) or explicitly
> by "unlocking" (i.e. converting) the object.
> I'm not sure if dropping the operator & parameters it was created with is good
> or bad at this point.
> ------------------------------------------
> If anybody is familiar with the way C4D handles newly added objects of certain
> types - this is pretty similar to that.
> I implemented a very crude version of this behaviour when we started doing
> addon scripts, but the script could not enforce the lock (making this system
> kinda wonky).
> Cheers,
> Martin
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