I don't think 3ds's editable poly is a good reference. It won't make sense to have mesh tools accessible through a modifier like in 3ds max. I think it's better to utilize blenders current mesh tools in combination with some sort of mesh layers (maybe as a modifier).
I guess what you're really is after is non-destructive modeling. For this, Softimage (see link below) and Houdini is far more superior. However implementing something similar would be a huge project... http://www.youtube.com/watch?v=B7vUjUwaYgM On Tue, Apr 10, 2012 at 19:41, Mariusz Komorowski <komo...@gmail.com> wrote: > Hi, > > After long time of inactivity, I decided to do something in Blender. > So I've downloaded SVN - everything works perfect with VS2008 at first time, > so big thanks to everyone here :) > > I have idea to do something like editable poly stack panel in 3DStudioMax > in Blender. > For me very useful is for exemple extruding edges and vertices in Max style > (with the > 'extrusion base' topology, not just simple extruding, I can give a photo > example > of this if someone will be interested). > > So I have some questions: > 1. Is this good idea to do at first task, or there is something 'more > necessary' > similar to it? > 2. Has someone started such a feature already? > 3. Which will better to do that: C Api or Python Api? (Now I think that > Python will > be enough to do this) > 4. When I'm done who generally to contact to? > > Thanks in advance for answers. > > In detail these toolset will include: > - extrude (on vertex, edge, polygon) > - bevel (on vertex, edge, polygon) > - chamfer > - inset > - connect > - and maybe something more (I'm open for proposals) > > Best regards, > > Mariusz > _______________________________________________ > 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