Hi, martin.buerb...@gmx.at (2011-10-04 at 1113.02 +0200): > 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.
This reminds a lot of what happens with NURBS, Meta or Text objects. So one Blenderish approach would be to add a new object type that has high level controls and can be converted into meshes when needed. It would fit the user workflow 100% and you have other code examples to follow. GSR _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers