I’m still quite new to blender and CGI in general.
One thing that has always bugged me is the access to mesh options once a mesh primitive is added.
You can configure the options to your desire, but if you move, rotate or scale they disappear. Why is this?
With my decent programming experience (Haven’t done anything blender specific yet) and a decent knowledge of how vertices work, I failed to figure out why its not possible to change these options even after any transform,rotation or scale modification in object mode. Why can you place your cursor anywhere in the 3D space, create a primitive and change its mesh options. But if you change the location (X,Y,Z) of any existing mesh you can’t access them any more. To me its seems as simple as using the location(X,Y,Z) data like the 3D cursor location is used.
If this is a case of its impossible, do your best to explain it to me. Maybe it is possible but no one has overhauled this system.
In my opinion I feel the way Blender handles primitive mesh creation is not where it should be. Blender users create primitives everyday, and its a bad experience. If it is possible, I beg one of you amazing developers to improve this simple but fundamental feature of Blender and create a better experience for all of us users.
I don’t want to be a complainer because Blender is already such an awesome program. But if it can be improved for all Blender users in such a simple way, I feel it would improve the overall experience for users, I hope others agree.
It’s the operator panel which shows the last action, not an UI element for just accessing primitive properties. While those properties could be accessible longer than that, the thing with primitives is that the user usually wants to change them and it’s not that bad because of that.
Blender also remembers the last settings when adding same primitive again, so the data is there but you have to re-add it.
in general once people have created their mesh and made all the adjustments they need to it, they dont usually need to change the settings again. if you have an idea on how you would improve the system feel free to discuss the idea in the coding area of the forum.
personally i dont see any point in what your asking. add primitive, adjust, go into modelling, go back and adjust primitive? no sorry, don’t understand the issue.
Regnas
(• I don't speak English "by default", so... )
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The OP got a point. This is some kind of destructive workflow (just like MODO), and I don’t like it too. For me the ideal behavior should be like in Cinema 4D: you add the primitive and the object stay primitive with all parameters editable (no matter if I move, scale, rotate or deselect), until I decide to make it editable (i.e. get access to points, edges, faces) by clicking in a button. Sometimes you don’t need to edit the object in point level, you just want to scale, rotate etc parametrically, or even animate the values…
I know I didn’t mention it in my post, but this problem not only affects primitive meshes something that is more problematic is add ons. Add ons such as Sapling or the Window Generator. The other day I watched Andrew Price (in his lounge room tutorial) adjust parameters with his window perpendicular to the wall because he couldn’t rotate it 90 degrees and then adjust the options. It just seems stupid. I understand those who don’t see it as an issue, but your probably accepted thats the way it works, thats the way it should be.
Regnas
(• I don't speak English "by default", so... )
6