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I know this is a colossal can of worms for a two-word feature request, but: I have to bring it up :) I've been daydreaming about it for a while, but I don't know a thing about making Blender plugins; I guess I'm mostly just curious whether anyone else has been considering it, or if there's any particular reasons why it would or wouldn't be a good fit...
Besides just the convenience of being able to have an editable SDF alongside meshes made by other methods, and being able to apply shaders to the mesh while you work on it, I'm also thinking about benefits like having something like a (nodehandle shape) function, which would plop a node in the GUI that could be translated/rotated/scaled in the usual manner, and which would pass its resulting transform matrix back into the scheme…
The text was updated successfully, but these errors were encountered:
It's not out of the question: there's already Unity binding, which could offer some inspiration (though I don't know much about the plugins system for either platform).
I won't be putting this on my own plate, but am happy to support if anyone wants to take it up!
I know this is a colossal can of worms for a two-word feature request, but: I have to bring it up :) I've been daydreaming about it for a while, but I don't know a thing about making Blender plugins; I guess I'm mostly just curious whether anyone else has been considering it, or if there's any particular reasons why it would or wouldn't be a good fit...
Besides just the convenience of being able to have an editable SDF alongside meshes made by other methods, and being able to apply shaders to the mesh while you work on it, I'm also thinking about benefits like having something like a
(nodehandle shape)
function, which would plop a node in the GUI that could be translated/rotated/scaled in the usual manner, and which would pass its resulting transform matrix back into the scheme…The text was updated successfully, but these errors were encountered: