Ok, sounds good!

On 04/10/11 11:50, "Martin Bürbaum" wrote:
>> 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?
> I _mostly_ agree when it comes to primitives. But that still doesn't mean 
> that the option of non-destructive behaviour is not useful :-)
>
> Any idea to make this as transparent as possible is welcome.
> The first idea I have would be to make the conversion completely transparent.
> I.e. as soon as you change the content in edit mode you get an indicator that 
> the object can now be modified, but parameters can not be tweaked anymore. (A 
> simple undo would revert this of course.)
>
> Another way would be to make the "locked" creation an optional/separate 
> process.
>
>> Also, how will your system work if I add an object whilst in edit mode?
> Nothing changes here.
> Adding stuff in edit mode (i.e you already have the object unlocked) would 
> behave like it does now.
> You can redo operators, but you can obviously not change the parameters in 
> the long run.
>
>> 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)
> :-D That was what I referred to in my original mail - that is/was my code.
> It was canned because of various issues. The main problem was basically that 
> the framework I'm proposing right now does not exist yet.
>
> And no, there was no locking involved in the scripts (or "smart behaviour" 
> like recognizing if edit mode was entered). It was more of a workaround than 
> solution. This proposal aims for the latter.
>
>> 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...
> Please keep in mind that internally there is no difference if the object was 
> created by Blender directly or from python.
> So having a framework that _supports_ this new way of creating objects will 
> then enable us to use it to do useful stuff with it.
>
> IMO it's not supposed to be a replacement, other may have a different view on 
> it though.
>
> Worst case: I'm all for keeping the existing way of adding object if we can't 
> find a decent way of making this transparent.
>
>> 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.
> The proposal is not focused on primitives-only, it's a general view on object 
> creation.
> As you mentioned already there are a lot of more complex mesh scripts that 
> could benefit from the integration of a system like this.
>
> I personally don't do it often with _primitives_.
> But IF I do it's a bit of a pain checking the geometry to see how the mesh 
> looks and the re-create with exactly the same geometry but one parameter 
> tweaked :-/
> Workflow of users differ heavily, so I assume other people use it even more 
> than me and not at all.
>
>
> Discuss!
>
> Cheers,
> Martin
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