This all sounds a lot like what Houdini (http://www.sidefx.com/) does with its geometry. Basically you have a base mesh and every operation you do (extrudes etc) are all modifiers that can be altered (via parameters) later. I believe you can also permanently apply the modifiers.
This mechanism is a very powerful tool and I am 100% in favor of this. On Tue, Oct 4, 2011 at 2:13 PM, Martin Poirier <the...@yahoo.com> wrote: > It would be simpler to add the missing python wrapper for > modifiers (if any are missing) than hacking the operator system to do > something it's not meant to. > > Modifying existing python scripts for the new api should be easy. > > Martin > > > ________________________________ > From: ""Martin Bürbaum"" <martin.buerb...@gmx.at> > To: Martin Poirier <the...@yahoo.com>; bf-blender developers < > bf-committers@blender.org> > Sent: Tuesday, October 4, 2011 9:05:22 AM > Subject: Re: [Bf-committers] Proposal: Object creation > > Martin Poirier <the...@yahoo.com> wrote: > > You can add and remove modifiers and change their properties > > as easily as operators. > > I'm not sure that we are talking about the same thing here. > > What I mean is if we e.g. create a new script that adds a certain > geometry, how easy will it be to add this as a modifier? > Where is the mesh creating process done? > > My original proposal implied the re-use of existing operators for > that task in one form or another. > > Cheers, > Martin > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- Micael Dias _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers