[Bf-funboard] Suggestion: Mesh nodes

bassam bkurdali at freefactory.org
Sun Dec 28 00:27:09 CET 2008

I think it's just rejected as a target for 2.5, not in toto, because 2.5
has to limit it's goals to be doable.
however, after the 2.5 target is complete, will be the right time to
implement such ideas, because 2.5 has several base improvements
(depgraph, everything is animatable, saner code) that makes this more
possible than before.

On Sun, 2008-12-28 at 10:19 +1100, Tim Suess wrote:
> It looks like this sort of system has been looked at and rejected.
> If you have a look at the focus page ( see here:
> http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Focus )
> Not targets (at all) 
>       * Redesign Blender's internal DataBase or data handling.
>       * A complete new updated animation system
>       * The Render-export API
>       * Making everything Nodes, Node-tool trees, or Node-Modifier
>         trees.
>       * Allowing Blender to become configured like Maya, 3D Max, etc.
>         You can try of course, but our focus remains on Blender
>         artists, and giving them the best 3D tool possible.
> But you never know, this is just the focus for 2.5. Although i do get
> the feeling that this idea was completely rejected.
> not to burst your bubble or anything.
> On Sun, Dec 28, 2008 at 10:13 AM, Michael Crawford <psyborgue at mac.com>
> wrote:
>         In Maya, nodes can be used for everything, not just shading.
>          It would
>         be great if in blender, modifiers could become node-based.  At
>         the
>         beginning and end of the graph there would be a "mesh in" node
>         with
>         one output per shape key (perhaps some for v.groups) and one
>         "mesh
>         out" node with similar connections.  In between, users could
>         be free
>         to add as many modifiers as they want, even blending between
>         results
>         using, for example, an average or "blender" node.
>         The advantage of this is it would get rid of the limitations
>         of a
>         linear modification stack. Even with multi-modifiers, it's not
>         nearly
>         as clear or as user friendly as a node based system.
>         In addition, it would also be nice if node attributes were
>         animate-able.
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