On 23 May 2011 22:22, <[email protected]> wrote: > Hi there :) > > Yes, the patch is more like spagetty code and for internal development, I > use all of those hacks in order to get a working system first, and only > then start reworking/redisigning into a readable form. UnlimitedClay is > about mixing two very separated functionality in Blender source code: > sculpting and mesh editing, and as a result I have to move around parts of > the code to make them visible to other parts, that's why I have broken the > encapsulation principle but I always think of that as a temporal solution, > not something worth to be taken into account. > I know everyone is busy, so do I releasing the first public beta or > LiveClay for 3DCoat, UnlimitedClay now has two betas ... well, they're > more like alphas ;) > I don't expect too much aid in porting it to new sources rigth now, so I > think I will have to make the migration from EditMesh to BMesh on my own, > also I don't like the modifier approach but only time will tell whether > is better or not to have it as an integral feature of the sculpting > module or as a modifier. > > due to the low feedback I'm getting from unlimitedClay for Blender .. are > people still interested on it? I'm still here :( > >
:-o You're kidding right? This is one of the most woo-hoo hurray super-dooper califragilisticexpialidocious feature coming soon to a blender build near you. Please don't give up on it :) ! _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
