another feature creep discussed with Briggs this Sunday in IRC was conditional modifiers, or you might think of them as driven modifiers. Use case: I want a modifier applied only if the object z location is <0. I think the general solution is to open it up to a py API function, where we can write a script snippet to get whatever we want, and then to set the influence slider. link it in to the modifier as a scriptlink, if that idea is still in 2.5.
We have the frame case covered, since we can animate the influence of the modifier by frame. --Roger Check out my website at www.rogerwickes.com for a good deal on my book and training course, as well as information about my latest activities. Use coupon Papasmurf for $15 off! ________________________________ From: joe <[email protected]> To: bf-blender developers <[email protected]> Sent: Mon, March 22, 2010 8:51:34 PM Subject: Re: [Bf-committers] Applying tool/modifier to multiple objects simultaneously Modifiers are specific to one object instance, so making them apply to multiple is a little iffy at the moment. I'll probably clean this up when I get around to tackling the mesh py/RNA API. We do need some sort of modifier <-> tool bridge, so you can use modifiers as tools, py api functions, etc, but I'm unsure how such a thing would work (it's easy to write a simple interface layer, but it's not good to stack wholly different systems onto each other that way without first carefully thinking it through). <warning: tangent to topic> The modifier system (in fact the whole DerivedMesh concept) is pretty much used for three things; deforming, drawing, and converting fundamentally different mesh data structures in a unified manner (it's not really an abstract mesh class like I once thought, heh, it's meant for drawing, conversion, and topology-unaware deformation, and there it should stay, I think. past ideas we've thrown around of an "AbstractMesh" API, where you can write tools that work on all current DerivedMesh backends through an abstract API, would be much slower then current design, because of memory/execution cache behavior). </tangent> Anyway, this is definitely an issue I'll need to keep in mind going forward. Joe On Sun, Mar 21, 2010 at 1:32 PM, Seppo Tukiainen <[email protected]> wrote: > > Hi, > > Even though the blender is great program, the following thing has been > annoying me for quite long time, but I don't know, if it’s a buck or lag of > feature, anyway here it is: > > In cases where modifiers or tools have to be applied to several objects (that > is: to all selected ones) simultaneously, it is not working. Instead > modifier/tool is applied only to the last selected object and one has to go > through every other pieces one by one or use “Make Links…” command. > > If it’s not a bug, I hope this kind of ‘applying to multiple objects’ support > will be build in the blender. It wasn’t in the 2.4x, but since 2.5x are > constructed better in many ways, as I’ve understood, there must be structures > for this kind of feature in already. > In fact, this kind of functionality should have been build into kernel in the > first place. Applying any command should always go through the list of > selected objects and try to apply it into them all (cause it’s user’s will). > > Sorry, if this is what you have already planned to do in the future, but I > just wanted to let you to know that these kind of small things are also > important. > > br: Seppo > _________________________________________________________________ > Windows puhelimella saat enemmän vastinetta rahoillesi. > http://www.windowsmobile.fi > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
