sverchok
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"Post modifiers" in edit mode
Since "Objects In" and "Object ID Out MK2" are merged now, what is the alternative for "Post Modifiers" option?
I searched for other methods to integrate a modifier into Sverchok, but it seems that we need to create custom scripts instead: http://www.codeplastic.com/2019/02/16/sverchok-modifier/
https://user-images.githubusercontent.com/10011941/121942654-03849e00-cd51-11eb-93c2-3ab4795fd0de.png
The Post
button has that funcionality
It is not the option which you are looking for?
@Durman and @vicdoval, Thanks for pointing this out. Closing.
Can this option work while we're in Edit Mode?
Is it possible to do it via script?
The thing is that I need it to work while Live Update is on.
What I noticed is that if I enter edit mode, despite "Post" is ON the modifier is not applied. I tried to cheat by making a linked duplicate and enter Edit Mode in that duplicate, while the original stays in Object Mode. The moment I entered Edit Mode at the duplicate, Blender stopped applying the modifier for the original object. So I guess it's not that simple.
The only solution I got is to make Hooks for the vertices I want to edit. This way I don't need to go Edit Mode, and the modifier is applied while in Live mode.
it may be possible using a proxy object, which is identical to the main object except that it remains in object mode
, but where all changes are transferred from the proxy's basemesh/curve to the main basemesh/curve upon each update.
if in_edit_mode(obj) and self.apply_modifiers:
# throttle sverchok
# make or pickup (temporary) proxy, doing full copy of obj and modifier stack
# get post mesh from proxy
# append mesh to outputs
# hide/remove proxy
maybe.
i think there's a good chance that it's visually disturbing to see the post modifier result at the same time as editing the object,
there's a good chance that it's visually disturbing to see the post modifier result at the same time as editing the object
It depends on the setup I guess. Blender itself offers that option:
I'm used to it and find it useful in some cases. But in case it's too complicated to be implemented, it's perfectly fine for me to stick to the hooks method I used before.
Blender itself offers that option:
yeah, it would no doubt have valid use-cases. There's only one way to find out if this is a useful feature : ) -assuming there is no technical reason that limits its implementation.