2012/8/17 Christian Van Brussel <[email protected]>
> On Fri, 2012-08-17 at 16:42 +0200, Vincent Knecht wrote:
> > So what's the most practical way to deal with them ?
>
> Probably the best thing that can be made would be to extend io_scene_cs
> in order to manage as most modifiers as possible. This is not always
> tricky although, and the array one is most probably not the simplest...
>
> Do you intend to use that array modifier only to duplicate some objects,
> or is it in order to animate them? The animation won't be simple to
> export in CS, but if that's for duplicating the objects, then you can
> also link and/or group your objects (see some examples at
> http://crystalspace3d.org/trac/CS/browser/CSAssets/trunk/blender).
>
It's just for duplication. I have to learn more about linking.
I guess not linking (just using Shift+d duplication) is the reason why
i get so many exported factories, which don't seem to be shared by
identical/duplicated meshes ?
> Something like putting the original object + modifier in another
> > layer,
> > copying it in main layer and applying it only in that first layer,
> > later deleting the applied object and replacing it with newly moded
> > one ?
>
> Or maybe a solution would be to have the io_scene_cs script applying
> all/most modifiers on the duplicated scene? We should check what was
> doing the original b2cs about that...
>
If io_scene_cs could handle it transparently for the user that would be
perfect :-)
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