[Bf-funboard] per-vertex properties

Gregor Mückl bf-funboard@blender.org
Thu, 10 Jul 2003 16:50:35 +0200

Hash: SHA1

Am Donnerstag, 10. Juli 2003 15:43 schrieb Samo Korosec:
> >>Maybe the GameBlender interface style (logic bricks, etc) can be used
> >>for that, connecting different polygons/vertices into logical entities
> >>and assigning custom properties?
> >
> > Phew... I must admit that I do not know what you are talking about here.
> > Looks like more RTFM for me :-)
> http://www.froodee.com/wip/bl-blocks.gif
> basically this way one could implement additional "3d data" infromation,
>   and even link it together with simple logic.
> have fun,
> Samo

Thanks for the screenshot. Call me dumb, but I still cannot see how such a 
system could be useful...

But another idea comes to my mind: create named property sets which can be 
shared between vertices. So if you know you will reuse the same set of 
properties for several vertices you can create a named set with these 
properties and assign the set to the vertices. If a property gets changed the 
change will affect all vertices assigned to this property set.

You can even go one step further and allow the user to derive properties from 
a property set. This means that a vertex can have a set of local properties 
as well as the properies in the assigned property group. If a there is a 
local property with the same name as a property in the property set the local 
property should be preferred. Using this rule it would even be relatively 
easy to chain up property set for a vertex into a stack which is searched 
through for a certain property.

As for the UI: The property editing section in the realtime butons does not 
have to change too much. But a similar "stack" must be added for assigning 
property set to vertices. And there must be the ability to edit a (named) 
property set as well. This could perhaps be solved using a drop-down box with 
which you can select the property set you want to edit. If there is a single 
vertex active in mesh edit mode this drop-down box would also have a special 
"LOCAL" property set, which contains the local properties of the vertex.

I hope I made my thoughts clear to you. It's a bit heavy on imagination. But 
if you ever did a bit of OO design or programming you should understand this 
concept really fast. And I really believe that it's a lot more convenient 
(but also a lot more complex in the implementation) than a simple per-vertex 

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