Hi all, I'm working on an improved softbody modifier from scratch. What is the best place to store modifier related data, like mass, velocity, additional geometry used only for the simulation, etc.?
I have looked at the code of both the current softbody and the cloth modifier, and they seem to this in two different ways. Cloth stores its data in a ClothModifierData struct, just I would do by instinct. On the other hand softbody adds a SoftBody pointer to the Object struct. Is one approach better than the other? If it is, which and why? Thanks, Greg _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
