Hi Tobias,

I agree that this is an interesting potential direction for the NURBS
tools in Blender.
For now I think it is important to get the 'static' tools in place
first, and to worry about dynamic modifiers once the toolset is
mature.

Sergey and Laurynas and myself are all looking at different parts of
this now, and hopefully when this fundamental work is complete in a
few months we can start to look at the 'fancy' stuff :)

-Emmanuel

On Fri, Apr 23, 2010 at 5:11 AM, Tobias Beyrer
<tobiasbey...@googlemail.com> wrote:
> /nazgul wrote//Thu Feb 25 19:56:49 CET 2010/:
>
>    Hi, Blender community!
>
>    I've done some work in constructive modifiers for curves.
>    Details are here:
>    
> http://projects.blender.org/tracker/index.php?func=detail&aid=21350&group_id=9&atid=127
>    
> <http://projects.blender.org/tracker/index.php?func=detail&aid=21350&group_id=9&atid=127>
>
>
> Hi Blender developers,
> I think it is a good start, but there is still a great need to add a real 
> "DerivedNurbs" system.
> Such a system could be really beneficial for the future of nurbs in blender.
> 1. Effect(shortterm): the ability apply the existing constructive modifiers 
> and still having a nurbs object afterwards
> 2. Effect(midterm): possibility to write new modifiers like Boolean and more 
> nurbs specific ones, like project, loft, swift/bevel, split along an object, 
> etc.
> 3. Effect(longterm): dependency for the development of a constructive node 
> system for nurbs modeling (in combination with the upcoming global[gamelogic] 
> nodesystem)
> Of course the efforts in that direction should be made ontop of libnurbana, 
> in order to avoid extra work to convert it, when nurbs25 branch is added to 
> trunk.
> Regards,
> tobias
>
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