I tried implementing a modifier stack manager for blender. Currently the addon can rearrange, duplicate, add or remove modifiers from one place. You can also apply or expand/collapse all modifiers.
It would be great to rearrange using click and drag, but, it looks like UIList type doesn’t support that yet.
Download link (releases no longer available on GitHub – install from extensions platform using the link below)
Yeah. Before I started the addon, I searched for ‘modifier stack addons’ for blender, but wasn’t able to find the ‘modifier list’ addon. Came to know about it in twitter.
By the way, any issues or feature suggestions are welcome.
I love the duplicate modifer and apply all function. Does this add-on combine with “favorite modifier” add-on ? if so then we would have emulated 3DSMax modifier stack quite succesfully
Thanks for reporting. I saw your reply on the other thread. I ll look into what went wrong.
Apparently, there’s some conflict between deforming and non-deforming modifiers. When I wrote the addon, the Multiresolution did seem to work fine. I am not sure exactly when subdivision fails.
Would be helpful if you could attach a blend file. And any other information to replicate the same will be helpful.
The blend scene wouldn’t help. What I found though is that the version of your addon on Github, although stating the same version number (0.1) is completely different from the one I had.
I can’t remember where I downloaded it, but this was the file I used, and the one that didn’t work with Multiresolution: modifier_stack_manager.py (61.7 KB)
So I’m happy to say that your addon on Github works perfectly fine
Yeah. I think some people have created their own modified versions of the addon. Looking at the code, I think, the one you have attached shows only the selected modifier in the list rather than the entire stack, which was posted in the comments of my rightclickselect thread. There were some few other versions as well.
hi any chance you could update this addon for 2.9
with the changes of modifier list ( 2.9 )
using your addon some function is missing
im not a fan of new changes to blender default modifier list ( drag and drop )
your addon is much cleaner and has same similarity to materials panel
i tried using the other addon which was updated recently to fix missing function / sliders
but iddnt like how the buttons placed or they feel scattered or tight
Hi @MatsuikoHiroka. Glad you like my addon. And yes, even I do prefer addons that retain the look and feel of Blender.
Anyways, I use the latest (2.9) build every day, and so far things are working fine on my side. However, since my profession is architectural visualization, there is a chance a few things could be broken with modifiers which I don’t use frequently (or at all), e.g., Multires, etc. In that case, kindly report the issue here mentioning specifically which modifier is causing trouble.
And based on the screenshot of my addon you shared, all the functionality seems to be in place. It would be helpful if you could elaborate on exactly what you find ‘missing’ or broken in the current addon so that I can fix if there are any issues.
As for new features, I am planning a few, like:
Button to apply a single modifier
Button to Expand/Collapse the selected modifier in the list (and collapse everything else)
Button to toggle visibility of all modifiers in viewport/render
A check-box each to turn on/off all subsurf and bevel modifiers in the viewport/render for the selected object in case you have many of them. I think this will be particularly helpful twhen dealing with a large stack. (We could probably support few other modifiers as well)
Add the remaining toggles to the list – the display in edit mode, etc.
Maybe, a favorites list on top to pin the frequently used modifiers. (similar to the physics panel)
By the way, feel free to suggest any features you would like to see. I am basically seeing these through the lens of my day to day archviz job, so I am probably missing out on a lot of things. So suggest any features or changes you would like to see.
Actually no. Because, more often I find myself having to tweak a couple or more modifiers together.
For example, a subsurf and a displace – because strangely the results of displace modifier sometimes looks completely different when subdivided more. So, I ll have to go back and forth between both the modifiers and if the list only shows the selected modifer and this effectively increases the amount of clicks required to get the job done.
Similarly, there a few more instances where a couple or more modifiers have to be tweaked together. So I think it’s a good idea to not make this change.
If, in the future, the UIList type supports selecting and manipulating multiple list items, then we can make this change, so we can display multiple selected modifiers.
But, I don’t think it will happen, especially with the Everything Nodes that is in the works.
hey
no problem well people have different workflow and i understand that
i think i already solve my problem
i tweak the UI of other addon and thanks to your script
i have guide , actually i have no knowledge in scripting i only know how to manipulate the UI
so its big deal to me that your script exist
i open both of your script and jump to UI list of script
and do some copy pasting , a way dirty creation of script ( cheat sheet )
And I am actually curious if we can show only the selected modifier without having to include a copy of the draw function for each modifier in our own script. So basically when Blender gets a new modifier, we shouldn’t have to go and manually copy the code and update our scripts.