I wrote:

>    Gustavo wrote:
>
>   
>> Filters will just be filtered by filters, so it's like
>> "SO1(O1->F1)->F2->F3". Object O1 that is filtered by F1 and inside
>> Smart Object SO1 that is filtered by F2 that is filtered by F3, O1
>> will get these 3 filters.
>>    Example, F1 could be blur, while F2 be rotation and F3 be scale.
>>
>>   
>>     
>       BTW, this is not going to work well at all with things like
> projective transforms (eg. ones mimmicking 3D rotations) if you want
> to preserve perspective and such. Because you'd need to further
> translate the smart members by their position rel to the smart parent
> and other such complications. Your best bet here is to either let
> the members decide what to do with the parent transform, or to
> 'render' the untransformed smart-obj to a buffer and transform that.
>
>   
      Not that it's any less problematic with affine 2D ones in
general.. But again, unless you want to dictate the policy that
transformed smart objs should be rendered untransf to a buffer
and then that result transformed, you may want instead to have
smart-class functions for 'setting' a transform on a smart obj,
similar to what's now done with move, resize.
      Also, if you want to split your transforms into 'commands'
rotate, translate, etc. then to get 3D kinds of transforms you'll
need to add axes to rotate around, or maybe aound a 3d vector (and
maybe a focal distance).

PS.
      I'd just set a 4x4 proj transf (you can get some funky curved
stuff that way) and have utility functions for generating such in
various ways (eg. for obtaining one from four dst points, for
composing two transforms, etc.).




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