[Bf-committers] Proposal: Object creation

Micael kam1kaz3 at gmail.com
Tue Oct 4 16:32:40 CEST 2011

This all sounds a lot like what Houdini (http://www.sidefx.com/) does with
its geometry. Basically you have a base mesh and every operation you do
(extrudes etc) are all modifiers that can be altered (via parameters) later.
I believe you can also permanently apply the modifiers.

This mechanism is a very powerful tool and I am 100% in favor of this.

On Tue, Oct 4, 2011 at 2:13 PM, Martin Poirier <theeth at yahoo.com> wrote:

> It would be simpler to add the missing python wrapper for
> modifiers (if any are missing) than hacking the operator system to do
> something it's not meant to.
> Modifying existing python scripts for the new api should be easy.
> Martin
> ________________________________
> From: ""Martin Bürbaum"" <martin.buerbaum at gmx.at>
> To: Martin Poirier <theeth at yahoo.com>; bf-blender developers <
> bf-committers at blender.org>
> Sent: Tuesday, October 4, 2011 9:05:22 AM
> Subject: Re: [Bf-committers] Proposal: Object creation
> Martin Poirier <theeth at yahoo.com> wrote:
> > You can add and remove modifiers and change their properties
> > as easily as operators.
> I'm not sure that we are talking about the same thing here.
> What I mean is if we e.g. create a new script that adds a certain
> geometry, how easy will it be to add this as a modifier?
> Where is the mesh creating process done?
> My original proposal implied the re-use of existing operators for
> that task in one form or another.
> Cheers,
> Martin
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Micael Dias

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