[Bf-taskforce25] Modifier Layout Proposal

Nathan Vegdahl cessen at cessen.com
Mon Jun 8 09:47:55 CEST 2009


> Is there a definitive description of what a modifier actually is?

My argument basically boils down to: if the functionality of something
isn't consistent with how the modifer-stack UI works, then it
shouldn't be in there.  From my perspective it's more a user interface
issue, rather than "what are modifiers".  I just want the user
interaction paradigm to be consistent amongst the modifiers.

--Nathan V

On Sat, Jun 6, 2009 at 3:42 PM, Mirai
Warren<the.future.comes.mw at gmail.com> wrote:
> Nathan Vegdahl:
>>  If that doesn't fit with how they work, then IMO they don't belong
>>in the modifier stack at all.
>
> Is there a definitive description of what a modifier actually is?
> With the talk over whether physics (or armatures for that matter)
> belong in the modifier stack, I have started to wonder if the
> abstract term "modifier" might be part of the issue in this debate.
> Looking over the modifiers available in the modifier tab, most of them
> deal with mesh data modification.  Particle systems and physics
> simulation, on the other hand, are only used in the context of
> animation.  Maybe they should be outside of the modifier stack with
> a selector for the stack level on which to apply in the region where
> the rest of the related options are?
>
>>I'd still like to see constraints in their own tab, though.
> Constraints already have a separate tab don't they?
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