MODELING DEV: Joeedh takes on the Bmesh branch, thus work on it is now resuming

http://lists.blender.org/pipermail/bf-blender-cvs/2008-December/017394.html
http://lists.blender.org/pipermail/bf-blender-cvs/2009-January/017415.html

Another commit I didn’t mention is that the Bmesh branch should compile, so now we have Joeedh is adding Bmesh to the stuff he’s working on along with DSM it would be nice to have builds.

Zanqdo, you already made a Bmesh preview video before, you may need to do another one if Joeedh starts working on Bmesh full steam.:wink:

I really hope that bmesh makes the way into 2.5. I miss ngons so much in Blender :slight_smile:

This are relly good news!

Just to clarify:

Work on Bmesh never actually stopped totally, I just wasn’t comitting my code. Joeedh is working on finishing up the new API for Bmesh that I had written in short bursts over the last 6 months or so. Unfortunately I have increasingly little time for this sort of thing and Joeedh was thankfully interested enough to complete the work I had started with me taking an advisory role for the time being.

Lets hear it for Joe :slight_smile:

Cheers,
Briggs

great news! :slight_smile: i’d like to see more updates on this topics.

Go Joe, Go Joe, Uh-uuh, Uh-uhh, you rule, yes you do! \o/

Lets hear it for Briggs too, way to go thanks for the effort. You are both excellent contributors.

I have looked forward to Bmesh for a good while. Sounds like a much saner mesh structure.

How about including it in 2.5? Since all the modeling tools are getting re-implemented anyway using the new event system, how about switching to Bmesh already?

Besides, even if Bmesh isn’t 100% ready for prime time, including it in 2.5 will motivate more coders to fix any holes and leaks.

Going all Bmesh for 2.5 would take care of a lot of supposed shortfalls of Blender’s modeling capabilities. I think the Ngons would help, if there was a nice way to tesselate it into a clean quad structure if needed.

The mailing lists show Joeedh implementing stuff like a pattern based subdivider as of today. I can safetly say work on it is now full steam.

I agree that Blender 2.5 may bring a lot of attention. So having ngons in it as well would be really great :slight_smile:

Quoted for agreement. Although as an artist I don’t know how much work that really is for joe and briggs :slight_smile:

Porting editmesh tools over to the new event system actually is mostly boring grunt work and a bit different then rewriting them for a new mesh system which has a different API.

Bmesh has never been a target for 2.5, although there may or may not be parts of it that can be used more directly at that point by blender. We shall see how things go.

Cheers,
Briggs

I think this was already answered at least once, but I can’t find it anymore.

So… will bmesh replace the old mesh structure or will it be implemented as a new object type?

Nice work Briggs!
Does anybody tried to compile Bmesh branch? Could someone post Win32 build to test it? :slight_smile:

Re-quoted for agreement! :rolleyes:

I would love to see Blender get Ngons finaly. I would also like to thank all the people that help make Blender better and better with each revision! :slight_smile:

In it’s current state the branch doesn’t actually do anything. When there is something new for people to play around with you can be sure it will be made known.

Cheers,
Briggs

Oh thank goodness!!! Now boolean operations and modeling inorganics can be even better!!!

Exactly! Ngons make the mesh oh so much cleaner!

Are there already any usable builds with the code joeedh has commited during the past days?