Organize modifiers in folders
Sometimes an object has a lot of modifiers. It would be awesome if we could organize the modifier tab with a folder-like system , in which we put a list of modifiers in one folder, and some others in another folder etc.
This way, a 3D character modifiers' tab could look like this, for instance:
-
Armature (not in a folder)
-
Physics folder :
- Hair dynamics
- Muscle 1
- Muscle 2
- Breasts
- etc.
-
Masks folder (for different outfits for example)
- Default outfit mask
- Working outfit mask
- and so on
Right now the only way to survive is to close all the individual modifiers, but it still doesn't give a nice overview of the modifiers the given model has.
7 Comments
may be instead of folder they could be collections of modifiers
* @mittisimone * And then you could have modifier collection instances perhaps 🤔
Maybe not folder, but tree layout with little indentation would be cool. Also it could save some time, and maintenance as it could use parts of Outliner code.
If u have a mock up that would be helpful ,because i can't imagine how it looks/work!
A question: modifiers are evaluated/executed in top-to-bottom order. How would the modifier ordering work when split into folders?
* @rwees * I guess you have to employ recursion to navigate execution of the the modifier
* @rwees * I see two possibilities. Either each folder is evaluated in a top to down order, and the modifiers inside each folder are then also evaluated in a top to down order (i.e. just make folders and don't change anything regarding the execution order compared to now), or let each modifier have a priority (a number), and you execute modifiers based on their priority number. When two modifiers have the same priority, use the first option I was talking about. This way, if the top to down order works for what the user wants to do, he just lets the priority to the default one (let's say 0).