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 e
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
escribió:
> Hi,
>
> After long
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
so edit poly is basically setting an undo point for edit mesh operators?
LetterRip
On Tue, Apr 10, 2012 at 1:46 PM, metalliandy
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 a
Sounds like a temporary BMesh initialized from the derivedmesh of the
stack below it.
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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
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-C13
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,
> am
If I understand how this works then having an undo stack wouldn't cut it.
>From videos it looks like it applies the whole stack (I'm sure
optimized in some way) to the base mesh which is why you can go back N
steps and change a parameter which then gets applied up the whole
chain.
Main use case:
(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
>>
>>
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