Re: [CsMain] io_scene_cs : how to work around lack of Blender modifiers support ?

sueastside <[email protected]> Sun, 19 Aug 2012 22:23:24 +0200
Newsgroups gmane.comp.graphics.crystalspace.general
Message-ID <[email protected]>
shift+D duplicates EVERYTHING, so object, mesh and materials and so 
on(basically creating a complete new hierarchy, great for making 
variations of meshes not so for instancing).

alt+D just duplicates the object (so all of them link to the same mesh), 
this is the one you want for basic object level instancing
(for more advanced instancing use group linking)

IIRC blender exposes a function to get an object's data with all its 
modifiers applied (so you don't have to start hacking with duplicating 
to different layer and manually applying...) this would work for array, 
mirror, ... -modifiers (animating modifiers would need special handling 
but i guess you don't intend to use them that way)
So use this function instead of just doing '.data' HOWEVER this makes 
factory reuse harder(you cant just check if .data == .data you have to 
check the applied modifiers as well to see if a factory can be shared 
between objects...)

How to actually handle this best code wise i'll have christian and 
anthony answer that as i think little of my code remains these days :) 
(not to mention blender api changes)


On 08/17/2012 05:45 PM, Vincent Knecht wrote:
> 2012/8/17 Christian Van Brussel <[email protected] 
> <mailto:[email protected]>>
>
>     On Fri, 2012-08-17 at 16:42 +0200, Vincent Knecht wrote:
>     > So what's the most practical way to deal with them ?
>
>     Probably the best thing that can be made would be to extend
>     io_scene_cs
>     in order to manage as most modifiers as possible. This is not always
>     tricky although, and the array one is most probably not the
>     simplest...
>
>     Do you intend to use that array modifier only to duplicate some
>     objects,
>     or is it in order to animate them? The animation won't be simple to
>     export in CS, but if that's for duplicating the objects, then you can
>     also link and/or group your objects (see some examples at
>     http://crystalspace3d.org/trac/CS/browser/CSAssets/trunk/blender).
>
>
> It's just for duplication. I have to learn more about linking.
> I guess not linking (just using Shift+d duplication) is the reason why
> i get so many exported factories, which don't seem to be shared by
> identical/duplicated meshes ?
>
>     > Something like putting the original object + modifier in another
>     > layer,
>     > copying it in main layer and applying it only in that first layer,
>     > later deleting the applied object and replacing it with newly moded
>     > one ?
>
>     Or maybe a solution would be to have the io_scene_cs script applying
>     all/most modifiers on the duplicated scene? We should check what was
>     doing the original b2cs about that...
>
>
> If io_scene_cs could handle it transparently for the user that would 
> be perfect :-)
>
>
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