[Bf-taskforce25] Modifier Layout Proposal

Vilem Novak pildanovak at post.cz
Mon Jun 8 05:36:25 CEST 2009


Hello,

I just want to say some things regarding the topic "what is modifier".
First I think particles actually shouldn't depend on an object at all.
 Particles don't modify the original object(except explode modifier ), 
and what else, they can be dependent on many more objects - they 
can (could) have more emitters(now usually the 'host' of the particle
 system), and they already have reactors, fields... all these are empty 
or mesh objects, and have the same importance for the system as the
 emitter, so the emitter mesh object is somwhat 'misused' to be 
parasited by particles system :) 

Then there are modifiers which change somehow the mesh or shape,
 but independent of linear time, which are probably modifiers for sure. 

Then there are simulation modifiers which change the mesh and are
 time dependent - cloth, softbody, explode, fluid. As allready stated here,
 these are quite separate and can be just pinned in the stack.

Things which I think are currently strange (maybe that's 2.49 only) are
 -simulation modifiers - each object holds e.g. softbody settings although
 these are not used. These should be just properties which are there only 
if you assign the object to be a softbody. then, the modifier can be disabled-muted
 or deleted anytime. This corresponds to normal modifier or constraint workflow. This 
could regarding the UI remove the need for  having 4 empty physics panels 
which can be enabled. You will hardly make one object fluid+cloth+softbody+collision_object alltogether.

As brecht stated, it's not needed to fight for consistency of having everything in 1 stack,
but I think these categories should be somehow clearly distinguished also for the user in the UI.

Cheers,
Vilda N.



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