[Bf-committers] 3DsMax editable poly like toolset

metalliandy metalliandy666 at googlemail.com
Wed Apr 11 01:35:36 CEST 2012


Yea. :)
I actually like the idea of this being in a modifier though, as it's a 
neat solution with an obvious hierarchy etc. (because it would be in a 
stack). Also it would be in a place where many people would be used to 
the workflow  (not just Blender users) and would maybe reduce the amount 
of panel switching, depending on the user. As a modeller first and 
foremost, the modifier panel is open all of the time unless I am forced 
to switch to something else on a temporary basis.
I think it's possible that the shapekeys-like panel might become a 
little confusing after a while, but maybe that's just me :)

-Andy

On 10/04/2012 23:45, patrick boelens wrote:
> I actually think there may defintely be a place for functionality like this in Blender. I pretty much envisioned it as Tom described, as 'undo points', except with the added benefit of being able to go back and forth.
> Maybe we could implement this in a fashion similar to the Shapekeys panel? I could imagine a panel called 'Mesh States' or 'Mesh Revisions', where the user could add, remove or select a mesh's state, essentially just making a duplicate of the current mesh at that point (á la fake users) and storing it for possible later use. I think at the very least this would provide a nice interface solution to the (I think pretty common) practice of duplicating an object and storing it on a backups/ junk layer (layer 0 or 20 in most cases I'd reckon).
>
> -Patrick
>
>> Date: Tue, 10 Apr 2012 22:26:26 +0100
>> From: metalliandy666 at googlemail.com
>> To: bf-committers at blender.org
>> Subject: Re: [Bf-committers] 3DsMax editable poly like toolset
>>
>> Yea, but you can toggle it on/off in the same way as a normal modifier
>> with no loss of speed. It basically a container for all the changes,
>> among other things.
>>
>> Here are the Autodesk docs for it.
>> http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-1230619A-8CB3-4411-B07D-C133716F61F-408.htm,topicNumber=d28e80766
>>
>> -Andy
>> On 10/04/2012 21:55, Tom M wrote:
>>> so edit poly is basically setting an undo point for edit mesh operators?
>>>
>>> LetterRip
>>>
>>> On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
>>> <metalliandy666 at googlemail.com>wrote:
>>>
>>>> The Edit poly Modifier in max is really useful. One of the coolest
>>>> things about it is that you can basically add the modifier and then
>>>> change the mesh by adding loops etc. and once you remove the modifier,
>>>> the mesh will revert back to it's unchanged state (or you can apply the
>>>> modifer and keep the changes),
>>>> I would love to see something like this in Blender :)
>>>>
>>>> Though I would like to see projection cages for baking first as
>>>> currently it's impossible to bake a normal map in Blender if it has hard
>>>> edges because you get seams etc. ;)
>>>>
>>>> Cheers!
>>>>
>>>> -Andy
>>>>
>>>> On 10/04/2012 21:24, Alberto Torres wrote:
>>>>> Hi, I'd like to see examples of features that are not possible in
>>>>> blender (with similar effort). I think everything you mention there is
>>>>> already possible in blender in a easy way, but maybe I'm mistaken.
>>>>>
>>>>> DiThi
>>>>>
>>>>>
>>>>>
>>>>> El día 10 de abril de 2012 19:41, Mariusz Komorowski
>>>>> <komorra at gmail.com>    escribió:
>>>>>> Hi,
>>>>>>
>>>>>> After long time of inactivity, I decided to do something in Blender.
>>>>>> So I've downloaded SVN - everything works perfect with VS2008 at first
>>>> time,
>>>>>> so big thanks to everyone here :)
>>>>>>
>>>>>> I have idea to do something like editable poly stack panel in
>>>> 3DStudioMax
>>>>>> in Blender.
>>>>>> For me very useful is for exemple extruding edges and vertices in Max
>>>> style
>>>>>> (with the
>>>>>> 'extrusion base' topology, not just simple extruding, I can give a photo
>>>>>> example
>>>>>> of this if someone will be interested).
>>>>>>
>>>>>> So I have some questions:
>>>>>> 1. Is this good idea to do at first task, or there is something 'more
>>>>>> necessary'
>>>>>>       similar to it?
>>>>>> 2. Has someone started such a feature already?
>>>>>> 3. Which will better to do that: C Api or Python Api? (Now I think that
>>>>>> Python will
>>>>>>      be enough to do this)
>>>>>> 4. When I'm done who generally to contact to?
>>>>>>
>>>>>> Thanks in advance for answers.
>>>>>>
>>>>>> In detail these toolset will include:
>>>>>> - extrude (on vertex, edge, polygon)
>>>>>> - bevel (on vertex, edge, polygon)
>>>>>> - chamfer
>>>>>> - inset
>>>>>> - connect
>>>>>> - and maybe something more (I'm open for proposals)
>>>>>>
>>>>>> Best regards,
>>>>>>
>>>>>> Mariusz
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