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.

Python modifiers: Yes, definitely a way to do it [1]. Do I understand it 
correctly that all the current python scripts and blender-internal functions be 
reused (not duplicated) with some modifications?

If not that would be far from optimal since you'd need to recreate every single 
mesh creation script as a modifier (or something to that extent). Which is ... 
uhm, not really the goal I had in mind with my proposal :-/
So if this is implemented using modifiers then there ought to be a way to reuse 
all the existing creation code.

I seem to be missing something here. How is that simpler or rather better than 
my proposal? Don't take this the wrong way, I just want to understand the 
technical background. I know very little of the current architecture/code in 
Blender.

One way to implement my original proposal is to create a _new object type_ that 
uses mesh creation operators for its content. (See also the response by GSR 
[2].) The object properties would be 1:1 representations of the parameters the 
operators need and the operator is executed each time they change.
Is that not a way how operators should work/be used? Maybe I just don't 
understand them correctly.

Cheers,
Martin

[1] Minor nitpick: The name "Modifier" implies that they modify things, not 
create from scratch. :-) Even if there is geometry created, there already was 
some to begin with. So you'd "modify" something in order for something new to 
be created ... kinda unintuitive.

[2] http://lists.blender.org/pipermail/bf-committers/2011-October/033790.html
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