hhmmm.... would it be possible to animate these parameters then?... just a thought. Maybe handle stuff like this as a modifier? (Thats the Softimage way btw...they call it operator, but it's basically the same)
michael williamson <micha...@cowtoolsmedia.co.uk> hat am 4. Oktober 2011 um 12:29 geschrieben: > On 04/10/11 11:19, Thomas Volkmann wrote: > > Maybe the sphere wasn't the best example...I'll try another one: > > Torus-knot-addon. You have to decide what it should look like the instant > > you > > add it to your scene. If you want to change it after you added other stuff, > > you > > have to completly redo it :/ > > > > Hmm, esoteric ;) > I'd say box/sphere are the classic examples. > > The old python based redo for addons coped with that, as long as you > hadn't entered edit mode on that object.. > > My point boils down to: > Entering edit mode is a clear "statement of intent" that you want to > hand edit the mesh so you shouldn't have to do something else to be able > to do that. > Adding a cumbersome "convert" step to cope with the (in my view) rare > case that you have a primitive knocking about your scene that you decide > much later to edit seems to be the wrong solution... > > Talk to Meta androcto about the python "add" implementation and why it > was removed. > > Besides, a power user in that rare case will just snap the cursor to the > old primitive and ADD a new one... or just add a new primitive > elsewhere in the scene and share the mesh data... > _______________________________________________ > 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