shift+D duplicates EVERYTHING, so object, mesh and materials and so on(basically creating a complete new hierarchy, great for making variations of meshes not so for instancing).

alt+D just duplicates the object (so all of them link to the same mesh), this is the one you want for basic object level instancing
(for more advanced instancing use group linking)

IIRC blender exposes a function to get an object's data with all its modifiers applied (so you don't have to start hacking with duplicating to different layer and manually applying...) this would work for array, mirror, ... -modifiers (animating modifiers would need special handling but i guess you don't intend to use them that way) So use this function instead of just doing '.data' HOWEVER this makes factory reuse harder(you cant just check if .data == .data you have to check the applied modifiers as well to see if a factory can be shared between objects...)

How to actually handle this best code wise i'll have christian and anthony answer that as i think little of my code remains these days :) (not to mention blender api changes)


On 08/17/2012 05:45 PM, Vincent Knecht wrote:
2012/8/17 Christian Van Brussel <[email protected] <mailto:[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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