Oh, I probably forgot to delete skin modifier.
Mar 3 2020
Feb 29 2020
Feb 28 2020
Nov 7 2019
Wow! That was what I had been dreaming about!
How may I test it?
I checked out branches, but didnt find one dedicated. =(
Oct 28 2019
By the way! I could help with new icons design should you need some =)
- boolean might be slower and indeed, overkill in some situations
- boolean doesn't work well with non-manifold geometry;
To me it sounds that boolean modifier is to be improved (which is, actually, an on-going project which should be finished rather soon).
- bisect might be used where non-destructive cut or sectioning needed
What is a non-destructive cut?
Sorry for violating the new development concept
You didn't violate anything. Is just regular discussion process to understand needs of the patch and best way to move forward as a project,
Bisect modifier needs "cap holes" feature to be a really powerful modifier. Yet, I think, we might extend "mirror" functionality.
This is something where I'm in favour of spending time an energy on nodifying the modifier stack. There are so many modifiers with so many options, which are often duplicated.
It will be a more flexible approach if "mirror" is an own node, which can be applied on top of array or boolean cut.
What is the actual usecase of this? What is the problem you're solving with this?
Is a bit weird to generate a non-manifold mesh.
Is almost like this is a more simplified version of a boolean modifier.
Oct 25 2019
I'm not a developer or in any way speaking for the Blender Foundation, but from what I have seen on this topic they are generally not very inclined to adding any new modifier at all, unless they provide substancial functionality, and even then there were quite a few highly desirable proposals that got refused.
This does looks interesting however and could potentially be useful. If this is so close to the Mirror modifier then it should probably be implemented as modifier options in the existing Mirror modifier, rather than an entirely new one.
One additional feature that could be useful is the option to bisect without removing part of the mesh, essentially adding a new "edge loop" along the seam plane, without actually cutting
Oct 24 2019
Oct 2 2019
I guess this is not a serious suggestion, so closing to clear it from my patch review queue.
Oct 1 2019
Sep 21 2019
Sep 20 2019
Sep 16 2019
For the future implementation of statistics, I would suggest showing vert\poly counts in outliner.
Also, outliner might have shown a distinction between real geometry\collection and instanced one.
This is less straightforward than I'd expected,
- Instances only have there elements counted once for the unselected number.
- The selected number counts every instances.
This means if you select 3x linked cubes it shows
The vertex count as 24/8 which seems odd.
We could put this patch on hold since it's not high priority.
Sep 13 2019
Sep 12 2019
Seems reasonable as a way to quickly tell where detail is in a scene when selecting geometry.
Although we should make sure this works properly with instancing.
Notice how the vertex numbers change when selecting either of the two instances: