Edit primitive properties after Move, Scale or Rotation.
The blender lacks the ability to change the properties of a primitive after simple operations on it. In the standard addon "Extra Objects", this has been implemented for a long time and works well (video in the post). The same possibility exists in other 3D packages, such as Cinema 4D.
Here's what it should look like:
7 Comments
I'm for it but I think Pablo mentioned a few times that the broader idea behind this is geometry nodes. Like creating an object and it also immediately sets up the respective geometry nodes so that you can change the settings later on.
Basically the functionality is there already. Geonodes can create primitives with changeable base attributes. What we need for it it an auto setup and interface that's maybe a little bit easier than accessing the node graph to change something. Other than that the functionality is there.
Seriously? Do you suggest creating primitives through geonodes, instead of a convenient and quick menu? It's terribly inconvenient and as stupid as possible. It looks as if to sharpen a pencil, you would offer me to buy a lathe.
I am saying that this is one of the ideas that floated around and from what i understand that it could possibly behave like in Houdini where the Nodes are auto created and you just keep the settings in the UI for this specific node. As a benefit you would not have to merge or convert your primitive settings into a node first if you wanted to use it in a dynamic setup. You could just work with the node or Apply it with Ctr-A from the UI. But as mentioned - it's an idea that I've heard floating around in one of Pablo's livestreams, I think. This doesn't mean that it will be the definitive solution or something else entirely.
But also please refrain from sarcastic or condenscenting wording in the future. No need for that. We are here to discuss ideas and that only works with mutual respect. If you reply like this again I will not answer you any more.
I added this feature to the free ND Primitive add-on: extensions.blender.org/add-ons/non-destructive-primitives/
That is a very non Blender way of fixing it. if you used the geometry nodes primitives, you can get back to them at any time. So... maybe the meshes in this menu can be replaced with simple meshes, but with geometry nodes added onto them to generate the primitives... Though that would add quite some confusion...
How is it a non Blender way of fixing it if the "Extra Objects" built-in addon already has this feature?
It's an addon. The same design pillars may not apply. Many things are specifically Addons, and not built-in, because they do not follow "The blender way".