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  • Published 4 Feb 2023

custom modifiers from edit mode actions

It would be awesome if each time we go into edit mode, any operations we make are stored in a list of [operation, parameters], and then this list used to auto generate a modifier (standard or geometry nodes)

For example user goes into edit mode, selects some random verts, and then moves them up on the z axis by 10 units. The list would look like:

[ (select random,{'ratio' : 0.5, 'random_seed' : 1, 'action' : 'Select'),

(move, {'move' : (0,0,10), 'Axis Ortho' : 'X', 'Orientation' : 'Global', 'mirror editing' : True, 'proportional' : False) ]

modifiers generated from the list would have a cog icon to modify which parameters are shown on the modifier for the user to tweak. I know this can be done via geometry nodes, but it's EXTREMELY laborious compared to just ticking several options in a list.

Effectively this would mean users could create complex geometry node networks without all of the labour of creating and wiring nodes. Making geometry nodes equally as useful for artists. There could also be an option to combine multiple edit mode lists into a single modifier, so that the user can record different operations separately as individual branches (because only linear branches would be possible during recording (no forks)).

The modifiers should substitute the initial manual selections made during recording, with either the current vertex/face/edge selection from the viewport, or the user can replace the 'current selection' node with some other selection node that selects based on parameters. If a user makes multiple selections during recording, then all but the initial selection will need to be replaced with parametric selection nodes which the user must set up in a way that represents their logic for selection whilst they were recording. If combining multiple edit mode operations together in a single modifier, Blender should find the one that will be executed first, replace the others with parametric selection nodes, and then notify the user so they can be set up accordingly. If the first selection node is removed, then the new first to be executed selection node would revert to the viewport selection (optionally).

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Development Status: Open

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3di
4 Feb 2023

4 Comments

mrajendra2150

the thing you are saying is something similar to edit history in Maya. very helpful though but needs too much work to be done. i think the combination of editing node and geometry node will be great.

Lauloque

It works for maya because maya is built as a nodal system at its core. Maybe i'm wrong but Blender's nodes are more like an extra layer rather than the core.

3di Author

aye, in Houdini the nodes are created while you edit, so instead of setting the parameters in the redo-menu popup and then there's no way to edit them once the next operation is launched, you can instead edit the parameters at any point. Basically the same as this suggestion, but in real time, which would be better of course, but I don't think the Blender developers would be able to do it.

mrajendra2150

actually when time pass blender team will realize this thing and maybe they have idea but due to lack of time and not so many people requested this thing so it is delayed as i have seen similar thing done by keymesh addon which is developed by one of blender developer.