Recently I’ve been learning Maya 2013 just to expand my software knowledge (I still use Blender as my main and only 3D software because IMHO modeling in Blender is 10 times faster, easier and more interactive. Of course that’s just my opinion)
But in this short lapse I’ve been using Maya, there’s something that draws my attention: the channel editor
I consider it’s a pretty useful feature that comes in handy in multiple circumstances, although in many others it’s easier no to touch it.
So, my questions are:
- How many of you guys would consider a Channel Editor a useful feature in Blender?
- How hard it would be to a feature like that to be implemented in Blender? Because as how I think it works, it would imply a lot of code and some API changes, but I might be wrong
- Have there been any proposals to do something like this, or are there any projects working on that?
For those who don’t know what the channel editor is, it’s a pane in which you can edit an object attributes AFTER you further edit said attributes. For example, if you insert a cylinder, go into edit mode, extrude some vertices move them around and play with them, you can still edit the initial cylinder attributes like the number of subdivisions, whether it has cap ends or not, etc. And you could do the same with every edit you do to the mesh.
At least that’s what I mainly do with it, and it’s why I started this thread.
The problems I see with this is that if you mess with the attributes of the object after you’ve messed with its mesh, it can create problems like floating vertices, breaking some edges, and things like that.
I DON’T think it’s an essential feature that’s like needed right now, I mean, you should know what you’re doing before you do it. But it has the potential to make life to several of us a little bit more comfortable.
I apologize if I put this in the wrong topic.