[Bf-committers] Proposal: Object creation
davis.sorenson at gmail.com
Tue Oct 4 12:28:44 CEST 2011
Maybe this could be enabled for certain objects with a flag? This doesn't
make sense for, for example, a plane or a cube. But other objects could
benefit from it.
On Tue, Oct 4, 2011 at 1:19 PM, Thomas Volkmann <thomas at heulfritze.de>wrote:
> Maybe the sphere wasn't the best example...I'll try another one:
> Torus-knot-addon. You have to decide what it should look like the instant
> add it to your scene. If you want to change it after you added other stuff,
> have to completly redo it :/
> Michael Williamson <michaelw at cowtoolsmedia.co.uk> hat am 4. Oktober 2011
> 12:07 geschrieben:
> > As someone who almost never wishes I could go back and change object
> > parameters because a cube, sphere, pyramid or whatever is only useful
> > 99.99% of the time as some geometry to start editing into something
> > I have a couple of questions.
> > The appeal of modelling in blender is that it's just so much more
> > immediate than other tools.
> > Having the object locked to only its initial creation parameters when
> > entering edit mode sounds very cumbersome.
> > How will you make it not so?
> > Also, how will your system work if I add an object whilst in edit mode?
> > There was a python solution a while back that would allow you to do
> > transforms etc and then go back and change the creation parameters as
> > long as you hadn't edited the created mesh.
> > (entering edit mode was the key there I believe)
> > IIRC it only worked on primitives created in python rather than the
> > native ones, but if that worked for all primitives It strikes me that is
> > a much more "blender" solution...
> > Seriously though, in "real world" use rather than theoretical tests does
> > anyone use a primitive /without /editing it? for me that's so rare i'd
> > class it as almost never.
> > On 04/10/11 10:35, "Martin Bürbaum" wrote:
> > > Thomas Volkmann<thomas at heulfritze.de> wrote:
> > >> +1
> > >> 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
> > >> Did I get that correctly?
> > > Pretty much, yes.
> > >
> > > Not sure how the needed changes would break existing tools and scripts,
> > > though.
> > > e.g. The generated mesh data would still be there, but scripts can not
> > > them (or depending on implementation, not find them at all).
> > >
> > > Cheers,
> > > Martin
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