make object/edit mode a per-viewport panel function
I'm sure it has probably been requested before, but it would be amazing if we could enter object or edit mode in a per-viewport panel basis, rather than on a global basis (perhaps it could be an opt-in preference). I'm sure it is not a trivial thing to implement and it might have performance implications, but being able to have a mesh in edit mode in one panel and the same asset in object mode in another viewport panel would be a modelling game-changer!
11 Comments
No, that's fundamentally incompatible with the way Blender handles objects, at least in Python. The modes are pretty deep in there. In fact, the way it's designed is that edit mode data actually doesn't exist in object mode, it simply causes errors if you try to do anything with it after a mode switch. The mesh is there, but the edit mesh is gone. They're stored in different formats and they have limited scope.
* @Josephbburg * and linked copies also cant show end result instead of subobject mode?
* @impacman *I don't know what you mean by "end result" or "subobject mode". I'm assuming "linked copies" refers to objects that share the same data-block (instances is another name for this).
Anyways, you probably have noticed that instances all enter edit mode together, and that is because the same data is in each object, so there's actually only one mesh, not multiple. I think this is what you meant.
* @Josephbburg * I see. That's unfortunate, specialty for sub-d modelers and those who heavily use modifiers. Maybe a feature for the future... Thanks for the insight.
* @Josephbburg * why do all softwares have different naming... Never mind. Thank u
* @Matthew Cooke * This doesn't affect modifiers. You can have different modifiers on instances of the same mesh. Modifiers belong to the object ID, not the Mesh ID.
* @impacman * Are those 3DS Max words?
* @Josephbburg * that's true, but I still cant simultaneously have one viewport in edit mode with mods off and the other viewport in object mode with mods on, which is what I would love to be able to do
* @Josephbburg * linked copies it's blender definition of instances. End result and subobject mode its from max, yep - object mode and edit mode blender calls. I ask it cause in max you have a workaround about this topic. U may do instance and place it one viewport in object mode, at this time working with another instance of this object inside edit mode in another viewport.. so my question about two instances, not one object..
* @impacman * In Blender, instances share data, there isn't an "original" that the other objects are instances of. Instances are different object IDs, but they share the same data IDs. Because they share data, it doesn't even makes sense to think that one could be in object mode and the other in edit mode -- the data can't be in two modes at once.
From what I understand about Max, the sub-object modes are selection modes, and they don't represent anything special from a software point-of-view (could be wrong about this, I've barely touched Max). In Blender, modes are a change in the state of the data -- they can't be edited even by Blender without mode switching, and this keeps the data safe from changes.
* @Matthew Cooke * You can set the modifiers to turn off in edit mode and turn back on in object mode, at least. It'd be nice to have them simultaneously, though.