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Modefers and primitives.

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csf:
I am not sure if this would be something that could be done with anim8ors but I will through it out there.

1 A way to automatically apply a modifier to a mesh (the current way is not the most priciest)

2. Being able to apply more then one modifier to a mesh.

3. (witch I would even put before 2 is being able to manipulate a primitive with modifier. I know a program that allowed that and I know it helped make the modifiers a lot more powerfully and user friendly.

While you have done a very good job of making anim8or user friendly to the advanced 3D user, the modifiers are one place were some improvements can definitely be made  ;)

Kubajzz:
I think you adressed your post to Steve, but I'll try to answer your requests:


--- Quote from: csf ---1 A way to automatically apply a modifier to a mesh (the current way is not the most priciest)

--- End quote ---
I don't think this will  ever be possible. Imagine the situation: you bind a modifier, set it's value and... the modifier automatically applies and doesn't allow you to change the value...


--- Quote from: csf ---2. Being able to apply more then one modifier to a mesh.
--- End quote ---
Do you mean applying more modifiers in the same time? Now you can apply as many modifiers as you want but not at the same moment (why do you need applying more modifies at the same moment?)


--- Quote from: csf ---3. (witch I would even put before 2 is being able to manipulate a primitive with modifier. I know a program that allowed that and I know it helped make the modifiers a lot more powerfully and user friendly.
--- End quote ---
I don't entirely understand... You can select the primitive, click "Build>Convert to mesh" and then you can manupulate it with modifiers...


I hope this helped...

floyd86:
I belief he means in point 3 something like a FDD-box like they have in 3d max. I suggested something like that a long time ago for v0.96. This is a box which your place over your mesh and by moving the points of the modifier, you move points of your mesh. (http://www.render.ru/books/show_book.php?book_id=47)

csf:

--- Quote from: floyd86 on February 15, 2008, 05:56:46 am ---I belief he means in point 3 something like a FDD-box like they have in 3d max. I suggested something like that a long time ago for v0.96. This is a box which your place over your mesh and by moving the points of the modifier, you move points of your mesh. (http://www.render.ru/books/show_book.php?book_id=47)

--- End quote ---

I have never seen that before in any program i have used, but is does look really cool. (I have no idea what language is in to read about it through)

Maybe I can explain better

--- Quote from: Kubajzz on February 15, 2008, 02:08:58 am ---I think you adressed your post to Steve, but I'll try to answer your requests:


--- Quote from: csf ---1 A way to automatically apply a modifier to a mesh (the current way is not the most priciest)

--- End quote ---
I don't think this will  ever be possible. Imagine the situation: you bind a modifier, set it's value and... the modifier automatically applies and doesn't allow you to change the value...

No not that you can change the value but you know how you have to drag out the modifier and line it up with your mesh. Well some times that is not the most prices, well have an option were the modifier is automatically fitted for you mesh for you.


--- Quote from: csf ---2. Being able to apply more then one modifier to a mesh.
--- End quote ---
Do you mean applying more modifiers in the same time? Now you can apply as many modifiers as you want but not at the same moment (why do you need applying more modifies at the same moment?)

It's definitely not the most needed but is cool lets say you want to twist a mesh and then bend it 180 degrees and then yo want to add more twist to it. You would have to undo the bend then add more twist then re bend. Instead you can work with both values at the same time.


--- Quote from: csf ---3. (witch I would even put before 2 is being able to manipulate a primitive with modifier. I know a program that allowed that and I know it helped make the modifiers a lot more powerfully and user friendly.
--- End quote ---
I don't entirely understand... You can select the primitive, click "Build>Convert to mesh" and then you can manupulate it with modifiers...

the problem is that once you convert from a primitive to a mesh you can't convert back again to a mesh so lets say you make a bend and then you realize you want it smother, well instead of having to re do it all you can just add more segments to it.

I hope this helped...

--- End quote ---

I put responses in bold

I hope i was able to clear these ideas up.

Kubajzz:
Oh, now I understand... I must say some of your ideas would really make the work much easier...

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