Replace Shape key with Mesh history/ Mesh state/ Mesh milestone
As we model anything we first blockout the big details(overall shape) and then go deeper to add some medium details(extrusion/protrusion) and then we finally add small details like ridges, holes etc. This is the complete workflow of modelling. If we want to make some changes we have to work on the whole mesh and sometimes it is better to go to best previous state so that we can fresh start from that point milestone. This will make the workflow fully non-destructive. Blender must have an option to save the mesh history so that we can revert back to previous state if something wrong happen.
I have seen this thing in 3ds max where there is a seperate edit poly modifier which hold all the editing done in that modifier then why blender cant have this. feature.
10 Comments
you could use shift d and then move the duplicate to a hidden backup container. Mesh machne also has this ability, it's always a good idea to do this anyway, so you can use it with a data transfer modifier to keep normals intact etc.
* @3d -illusions.co.uk * buddy this is not the solution, what if you want to change something in previous state and want to update that in the next state. I think the new node based geometry creation method is really a powerful way to that
* @mrajendra2150 * I guess you could select the backup, modify it, and then copy the modifier stack from the 'live' version using ctrl L E. Agree though, an edit mesh modifier would be nicer.
* @3d -illusions.co.uk * you keep insisting on this "solution" only because you have never tried the History tool in 3DS Max. I am nearly sure about this. It's an INCREDIBLY powerful tool, if one knows how to use it. You can modify objects in-depth with few changes even at the root steps of the history if the object has been built rationally. With Blender, you simply can't. You can save an object with your solution, and RESTART from there and remodel all.
Now I ask you one thing: try to model a MECANUM WHEEL, and maybe you will understand what I mean. With Max, I was able to do it in no time, because for each error or adjustment I needed to put in place, I simply went back into the history and changed few parameters, like the rotation of a group of polygons, or the number of subdivisions, or the materials assigned, or the UV of a block of polys. Just imagine how much an influence it has if you start modeling with a certain number of polys and then you find that you are an order of magnitude too much high in respect to the poly budget.
* @megmaltese * do you mean the modifier stack in max? If so then yes, the edit mesh and edit poly modifiers in max are great for keeping mesh edits separate from the initial geometry state. I used max for 20 years before Blender :)
Would definitely be nice to be able to store geometry modifications as steps that could be turned on or off like you can in Max's modifier stack.
Shouldn't be too far off now that geometry nodes is gaining momentum.
* @3d -illusions.co.uk * I hope it gain momentum soon, also nice if we manage to make some better retopology algorithm and implement in remesh modifier.
It's not only edit mesh or edit poly, it's the modifiers that you can put in between. Including, in example, a UV mapping modifier, that allows you to define the UV projection at the end of the mesh and not at the beginning. This is just one example of how extremely useful is the Construction History in Max. I just found myself in this position now, where I can't add a UV mapper where I want. I have a mesh coming out from several modifiers, and the available UV modifiers simply don't allow for what I'm talking about.
won't the new geometry nodes solve this with an Edit Mesh node??
* @mortas_may * let me check this, it sounds good!!!
I also think this feature is needed, but now even the base grid parameters can only be adjusted once, if this feature is really developed, then it will take a long time. 我也觉得需要这个功能,但是现在连基础网格参数也只能调整一次,这个功能如果真的开发,那么时间可能也会很长