[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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