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  • Published 21 Mar 2021

Edit mode actions being saved in the modifier stack.

Hi everyone, the title is quite self explainatory & puts the important part of the suggestion out there. The idea is that you could then be exposed parameters that you can alter after your edits, so if you lets say extrude your mesh by 2 meters at some point whilst modeling, you would later on be able to change your mind and say that you want that particular extrude to have been 4 meters, but you want all actions performed afterwards to change accordingly of this effect.

But so to go a little more in detail I think there should be 3 ways of adding a "edit mode action" modifier, one being to simply press some predefined hotkey directly whilst in edit mode, make your edits like you normally would and press that hotkey once more to end your recording. Then your geometry is reverted back to what it was before the first time pressing the hotkey and the changes gets applied as a modifier on the top of your modifier stack.

The second way should be to go into the new modifiers pane and selecting the "edit mode action" modifier, you can then drag it around the stack until you've found the spot you want it in and press "record". Of which will then bring you into edit mode where the geometry you get to edit is what the geometry would look like in the position that your modifier is in the stack. Once you are done either press "done" on your modifier or use your hotkey again (the same hotkey as described in the previous paragraph) and voila, you now get brought back into whatever mode you were in before pressing the "record" button and all the edits will have been recorded as a modifier acting like any other modifier except that it will be more bound to getting compatible geometry inputs.

And as a third way I believe there also should be an option to automatically record all the actions you do in edit mode as modifiers. And to compensate for the performance issues do some rewriting of the current methods used to update the modifier hierarchy to make sure that only modifiers lower down in the hierarchy are updated when new modifiers are added and moved, that way eliminating any lag that would otherwise be in larger modifier stacks when constantly adding new modifiers. And for that matter also make sure that only modifiers that use external data like the transform of other objects or the geometry nodes modifier update when you move your object around in your scene (as of currently all modifiers update when you move an object around in the scene, which is entirely unnecessary).

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Development Status: Open

Upvote 7 Downvote 1
MrWillyWonka
21 Mar 2021

3 Comments

mrajendra2150

This function is similar to maya history function and i think will be implemented later by geometry nodes.

vangel

A 4th way would be to use the undo history to select some of the last mesh actions and as long as they were mesh-editing on the same object, convert them into a mesh modifier, replacing them. This way you can always go back the last actions if you make up your mind to create them as a modifier instead.

MrWillyWonka Author

* @vangel * Yeah that would also be really cool