+1 That means for example, that you can change the segmentsnumber of a sphere at any later time (as long as you didn't do anything else to it). Did I get that correctly? cheers, Thomas
"Martin Bürbaum" <martin.buerb...@gmx.at> hat am 4. Oktober 2011 um 11:13 geschrieben: > Follow up of the "redo operator with last used settings (patch)" thread > http://lists.blender.org/pipermail/bf-committers/2011-September/033725.html > > I propose a new way of handling newly created objects in Blender. > I'm sure this may not have a high priority right now, but discussion and > planning is never a bad thing IMHO. > I'll not go into detail how this should be implemented since Blenders internal > architecture is still new to me. I'll add my basic ideas though. > > C&C welcome (especially from the coding and framework perspective). > > ------------------------------------------ > OBJECT CREATION > > Everything created with an "Add" operator is initially locked from editing and > can only be changed by tweaking its parameters (see below of editing). > > My basic idea would be to store a unique identifier (operator name?) and the > defining parameters (operator parameters?) in that object somehow. > Maybe making this its own object type (e.g. "Generated") would work? > > > PARAMETER EDITING > > The parameters of the object can then be tweaked (in object or edit-mode, see > below) to ones linking. > > I imagine this would be done by taking the the operator and parameters and > "redo" them. > > > CONTENT EDITING > > After creation you can enter edit mode, but you will not be able to change > anything except the parameters. > When one wants to edit the data of the object directly (mesh/curve/etc.) it > will be converted to an "editable" object. > That means that after that the object behaves no different than it does right > now in Blender. > > This can be done automatically (with a small prompt to the user) or explicitly > by "unlocking" (i.e. converting) the object. > I'm not sure if dropping the operator & parameters it was created with is good > or bad at this point. > ------------------------------------------ > > If anybody is familiar with the way C4D handles newly added objects of certain > types - this is pretty similar to that. > > I implemented a very crude version of this behaviour when we started doing > addon scripts, but the script could not enforce the lock (making this system > kinda wonky). > > Cheers, > Martin > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers