Yea, but you can toggle it on/off in the same way as a normal modifier with no loss of speed. It basically a container for all the changes, among other things.
Here are the Autodesk docs for it. http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-1230619A-8CB3-4411-B07D-C133716F61F-408.htm,topicNumber=d28e80766 -Andy On 10/04/2012 21:55, Tom M wrote: > so edit poly is basically setting an undo point for edit mesh operators? > > LetterRip > > On Tue, Apr 10, 2012 at 1:46 PM, metalliandy > <metalliandy...@googlemail.com>wrote: > >> The Edit poly Modifier in max is really useful. One of the coolest >> things about it is that you can basically add the modifier and then >> change the mesh by adding loops etc. and once you remove the modifier, >> the mesh will revert back to it's unchanged state (or you can apply the >> modifer and keep the changes), >> I would love to see something like this in Blender :) >> >> Though I would like to see projection cages for baking first as >> currently it's impossible to bake a normal map in Blender if it has hard >> edges because you get seams etc. ;) >> >> Cheers! >> >> -Andy >> >> On 10/04/2012 21:24, Alberto Torres wrote: >>> Hi, I'd like to see examples of features that are not possible in >>> blender (with similar effort). I think everything you mention there is >>> already possible in blender in a easy way, but maybe I'm mistaken. >>> >>> DiThi >>> >>> >>> >>> El día 10 de abril de 2012 19:41, Mariusz Komorowski >>> <komo...@gmail.com> escribió: >>>> 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 >>> >> _______________________________________________ >> 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 > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers