One frustration I have with blender is that once you have added a mesh/object (e.g. a UV sphere) and have performed some action on it (i.e. moving it or adding a material to it) - you seem to loose the ability to edit the base parameters (segments, rings etc under object tools).
I have been trying to create trees using the “sapling” add in. Everything was going fine, got the tree kinda like how I wanted it to look - but needed to see it textured/coloured. Added some materials - but it didn’t look quite right - but now I can’t go back and change the parameters of the tree (i.e. number of branches etc - and have to start all over just to make a minor tweak).
My question is - is this something I am doing wrong - or is it by design. It seems a bit restrictive that you can’t get back to the base parameters of a mesh just because you have added a material or moved it.
that 's the way blender works!
primitives in blender are not vectorial like inkscape!
there was some sort of addon where you migth be able to do that
but this is more like an hack but work only for simple things !
cannot include mat or rigging ect
but there is some sort of revamp being done right now in blender 2.7 and it is possible that we might get some form ore redo later on may be!
My question is - is this something I am doing wrong - or is it by design.
Design
(i.e. number of branches etc - and have to start all over just to make a minor tweak)
Save as a tree preset which you can then reload after deleting your changed tree
It seems a bit restrictive that you can’t get back to the base parameters of a mesh just because you have added a material or moved it.
An incentive to get it right first time then
No need to be snippy, I was just asking a question. 3d modelling/rendering is all about changing/tweaking things to get the to look just right. Until you texture/light something - you can never be sure what it will look like. 3D modelling isn’t (and never has been) about “getting it right first time”.
The reason I asked the question is that many of the 3D packages I have used in the past preserve the base primitive parameters as part of the modifier stack - allowing you to edit them even after some transformations have been applied (i.e. translation, scaling, materials etc). Only after invasive changes (e.g. modifying the structure of the base mesh directly) are these lost.
I wondered if Blender was the same in this respect and I was simply overlooking a simple keyboard shortcut or suchlike…apparently not as it turns out.