[Bf-funboard] Re: Adding Objects (settings)
bkurdali at freefactory.org
Fri Mar 30 01:55:58 CEST 2007
that's veering towards max territory! all you need after that is to make
"edit mesh" a modifier...
I don't suppose it's possible to put stuff in the stack "under" the
grid/plane etc? if not, I'd suggest it shouldn't be a modifier, just a
procedural object that can take modifiers on top, and has resolution
settings similar to lattice. shoehorning that into the modifier stack
seems a bit funny.
oh, and I agree with you and others on the list: Isn't it possible that
at least some of the buttons can do live updates in the 3d view? as a
user pref, at least? or maybe like how the action editor/IPO editor have
a button in the header to enable this.
> st show
> > what you will get in plain 3d view, with live update?
> Exactly. If we're talking large scale projects, the best thing to do
> is get Blender working more non-destructively, with realtime
> updateshappening on the actual thing you're working on. I ranted about
> this at bconf :) 
> As for creating objects, I did a little experimental proof of concept,
> using the modifier stack to have 'parametric' objects, that you can
> change interactively. It's basically using a modifier at the bottom of
> the stack to create geometry, which you could then just apply to edit
> the mesh directly, though that's not always necessary. This is a bit
> similar to how Max and Cinema 4D work. When you add an object, you can
> still manipulate things, dimensions, resolution, other parameters as a
> whole. Then if you want to edit it manually, you convert it to an
> editable mesh with a click.
More information about the Bf-funboard