Provide "Properties" dialog to all objects till they are edited.
When we add any new object, its "Properties" dialog appears at the left-bottom corner of the Editor window. But as soon as we carry out any subsequent operation, this dialog vanishes.
This happens even if the next operation has nothing to do with the object.
What if the Properties can be changed till the object is altered in Edit mode or sculpt mode?
In that case, we can click on the object and edit its properties.
This is useful if we realize that a tweak is needed in an object shape. Rather than deleting the object and starting all over, we can simply change the property (e.g. number of segments in a circle, torus, etc.)
So, even if we move/scale/rotate the object, its properties should remain editable.
12 Comments
info & donation: blendermarket.com/products/wonder-mesh
free download: github.com/WiresoulStudio/W_Mesh_28x/releases
* @ xan2622 * but it dont support 2.9 version
* @mrajendra2150 * Here on my PC, it works perfectly fine on Blender 2.91
* @ xan2622 * I bought it on Blendermarket and wrote several times to the creator, if he plan to upgrade the addon, but without any response. Also I found out that in some cases mesh created with Wondermesh slows down Blender a lot.
* @Vojtěch * What is wrong with the version from BlenderMarket?
Do you see errors?
The Github version works fine in Blender 2.91.. No problem here.
* @ xan2622 * Ok, will try to reinstall the addon from GitHub, thanks for info
Wmesh addon allows for this to a degree. For.. live geometry.
But this is a paradigm that only Softimage and Houdini seem to understand, and to implement this in Blender would mean a very very very big overwrite. Repeat Last and post-action editing instead of parametrical editing will have to be something worked around through geometry nodes.
I often read smart people on the forums, and their answers - you need to solve the problem "with the help of modifiers and create objects with their help", you do not understand that this is not a solution to the problem, if you work this way and get used to it, then you will stop use the menu to create objects completely, it will become useless, this method of creating objects from a point or a face is cool, but it is crutches and slows down the workflow.Of course, you can save this in your workspace, but what to do when the program is updated or still solves this problem ... (((((((((((( I mean, the software package policy is my impression - we have everything in a new way, we think in a new way, we work in a new way, but it's like reinventing an uncomfortable bicycle and telling everyone to learn to ride it. .... ((((((((((( I'm not saying that it should be like everyone else, give at least an opportunity to just move the object, for example, suddenly you need to align to the vertex, or you just need to move to another object, and there is no return F9 no longer works if the object even moved a little !!! I'm not a "sapper" from the game Minesweeper !!!!
c4d lover? hehehe...
you can bring it back with F9 or F6 i think
To be honest, with the exception of Suzanne and the Icosphere, the built-in primitives don't even need Wonder Mesh to be made parametric. You can construct them all (or those you need/use) from a single vertex, with modifiers; stick 'em in your startup file, and suddenly you have your own addon-free reusable adjustable primitives. Not to dis Wonder Mesh though, a damn good add-on!
Can I upvote it a thousand times?