Yea. :) I actually like the idea of this being in a modifier though, as it's a neat solution with an obvious hierarchy etc. (because it would be in a stack). Also it would be in a place where many people would be used to the workflow (not just Blender users) and would maybe reduce the amount of panel switching, depending on the user. As a modeller first and foremost, the modifier panel is open all of the time unless I am forced to switch to something else on a temporary basis. I think it's possible that the shapekeys-like panel might become a little confusing after a while, but maybe that's just me :)
-Andy On 10/04/2012 23:45, patrick boelens wrote: > I actually think there may defintely be a place for functionality like this > in Blender. I pretty much envisioned it as Tom described, as 'undo points', > except with the added benefit of being able to go back and forth. > Maybe we could implement this in a fashion similar to the Shapekeys panel? I > could imagine a panel called 'Mesh States' or 'Mesh Revisions', where the > user could add, remove or select a mesh's state, essentially just making a > duplicate of the current mesh at that point (á la fake users) and storing it > for possible later use. I think at the very least this would provide a nice > interface solution to the (I think pretty common) practice of duplicating an > object and storing it on a backups/ junk layer (layer 0 or 20 in most cases > I'd reckon). > > -Patrick > >> Date: Tue, 10 Apr 2012 22:26:26 +0100 >> From: metalliandy...@googlemail.com >> To: bf-committers@blender.org >> Subject: Re: [Bf-committers] 3DsMax editable poly like toolset >> >> 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 > > _______________________________________________ > 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