Meta Object Families refactor
The following reference in the Blender Manual indicates that MetaBall (And other Meta Objects) settings inheritance is based on the NAME of the Meta Object with the UnNumbered name carrying precedence for the settings:
docs.blender.org/manual/en/latest/modeling/metas/editing.html
This means that if you want Meta Systems to interact, you need to name them like:
Mball Mball.01 Mball.02 etc.
In this example, the settings for Mball are propagated across the others.
There is no link, beyond the name than defines which Meta controls all the rest.
PROPOSAL:
That Meta Families are defined by object heirarchy - where Meta Objects that are children inherit from a Meta Object that does not have a meta as its parent . e.g.
(Scene)
- MyMeta
-
- MyOtherMeta
-
- MySmallButImportantMeta
- Meta2
-
- MetaWithContextualyMeaningfulName
In the example above, MyMeta and Meta2 are the objects responsible for the settings of their children.
-MyMeta and Meta2 and their children will not interact with each other.-
This makes a system of handling Meta systems that is significantly clearer and easier to troubleshoot, also eliminating problems of meta systems interacting inappropriately across multiple scenes.
(Note - Each Meta Object can still have n Meta Elements within them)
2 Comments
This seems to be a container object. This kind of object could be useful in a much larger context. By example, by having cascade modifiers, and other stuff.
Note: This idea is seeking to use existing hierarchy structure. It might also make sense to have a new "Effector" structure in Meta Objects where a list in the controlling object defines which subordinate objects it effects - however care would need to be taken here to ensure any meta objects only belong to a single controller.