Maybe this could be enabled for certain objects with a flag? This doesn't make sense for, for example, a plane or a cube. But other objects could benefit from it.
Davis On Tue, Oct 4, 2011 at 1:19 PM, Thomas Volkmann <[email protected]>wrote: > Maybe the sphere wasn't the best example...I'll try another one: > Torus-knot-addon. You have to decide what it should look like the instant > you > add it to your scene. If you want to change it after you added other stuff, > you > have to completly redo it :/ > > > > > > Michael Williamson <[email protected]> hat am 4. Oktober 2011 > um > 12:07 geschrieben: > > > As someone who almost never wishes I could go back and change object > > parameters because a cube, sphere, pyramid or whatever is only useful > > 99.99% of the time as some geometry to start editing into something > else.... > > > > I have a couple of questions. > > > > The appeal of modelling in blender is that it's just so much more > > immediate than other tools. > > Having the object locked to only its initial creation parameters when > > entering edit mode sounds very cumbersome. > > How will you make it not so? > > > > Also, how will your system work if I add an object whilst in edit mode? > > > > There was a python solution a while back that would allow you to do > > transforms etc and then go back and change the creation parameters as > > long as you hadn't edited the created mesh. > > (entering edit mode was the key there I believe) > > > > IIRC it only worked on primitives created in python rather than the > > native ones, but if that worked for all primitives It strikes me that is > > a much more "blender" solution... > > > > Seriously though, in "real world" use rather than theoretical tests does > > anyone use a primitive /without /editing it? for me that's so rare i'd > > class it as almost never. > > > > > > On 04/10/11 10:35, "Martin Bürbaum" wrote: > > > Thomas Volkmann<[email protected]> wrote: > > >> +1 > > >> That means for example, that you can change the segmentsnumber of a > > >> sphere at any later time (as long as you didn't do anything else to > it). > > >> Did I get that correctly? > > > Pretty much, yes. > > > > > > Not sure how the needed changes would break existing tools and scripts, > > > though. > > > e.g. The generated mesh data would still be there, but scripts can not > edit > > > them (or depending on implementation, not find them at all). > > > > > > Cheers, > > > Martin > > > _______________________________________________ > > > 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
