This has a lot to do with that fact that such geometry is generally easier to work with, and also that most people will be using SDS on the surfaces, which works poorly with non quads. In most cases the desired output is a clean mesh that is all quads wherever possible, but possibly contains triangles and n-sided polygons with many more sides.Generally, modeling plugins will be used in succession. Modeling plugins need to be very good about the selection they output.This might be better if handled in a generic fashion across the whole application, rather than per plugin. All plugins should request the main selection type they operate on, and if applied to the wrong sort, they should convert to the type requested.Things that need to be kept in mind, and of utmost priority for polygon modeling plugins The Front, Back, Top, Bottom, Left, Right views could be implemented in this specialized camera space since they're UI only features.Įxtending this idea it would be very powerfull to have a undo stack for every object/module attribute, or rather have a object/module history of the values of the attributes. View undo always affects the active viewports camera, so its impossible to issue the command on a deleted camera. When modeling, a lot of time is spent navigating the scene, storing camera movements in the global undo stack is wrong : create a view undo tree per camera that stores camera navigation actions only.Īdding information, manually moving the camera with the move tool, changing spinners etc, animating/connection properties of the camera are still all part of the document undo system. This is a general purpose feature that will, for example, allow separation of Camera/Viewport navigation and document's undo stacks. Keep that in mind as you let loose your wildest flights of fancy.
WINGS 3D MERGE VERTICES SOFTWARE
We're often asked "why doesn't K-3D do X?" As with all Free Software projects, the answer could be any one of: