[Bf-taskforce25] Modifier Layout Proposal
William Reynish
william at reynish.com
Tue May 26 10:01:00 CEST 2009
Agree with your first point, at least for Cloth, Softbody, Fluids.
Particles makes sense too, because you might want the particles
emitted from a subsurfed mesh, but it'd be a massive panel ;) These
should probably be made proper modifiers, even just to remove the
confusing link between modifiers and physics panels.
Regarding your second point, that could work, but would be less
direct, more cumbersome in that you'd have to first select your
object, then the modifier to be able to make changes, instead of just
selecting an object an immediately see modifier settings.
Cheers
On 25 May, 2009, at 10:27 PM, Rob Cozzens wrote:
> = Keep modifier settings in the modifier panel =
>
> Thomas added the beginnings of the cloth settings tonight, and
> although it's looking cool so far it pointed out a fundamental flaw.
> You are adding the modifier in one panel in Blender and you're
> changing it's settings in another?! That is quite counter intuitive
> to a new user and most probably a break in workflow for experienced
> users (I'm somewhere in between those extremes and it's grinding my
> goat already ;) )
>
> = Compact the modifier stack =
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