[Closed] Custom Plugin-Modifier
Hi there,
I’m about to need to write a custom modifier.
I want to ask those more experienced ones, is there a way to script a custom modifier with it’s own Gizmo?
I will need the gizmo to specify certain distances from object’s pivot etc… I’d imagine something like LATHE modifier does with its gizmo. With which you can specify the offset of the original dimensions of a spline to make a revolve…
Thanks in advance, any hints, tips&tricks will be highly appretiated!
loocas,
as a custom modifier always extends a existing modifier you can access the original modifier’s gizmo with
delegate.gizmo
But this isn’t visible in the viewport.
I am thinking about using a dummy autolinked to the object on modifier creation that can be transformed with some modifier-ui-parameter.
reading the transform/properties of the dummy-gizmo using callbacks (prerender, viewportredraw) would be another possibility … this is performance against usability I guess.
If you use the modifier just as a “base” to hook your own mesh oparations to it, you don’t need the original gizmo and can implement your own just-in-time-dummy-gizmo-precedure.
I am also interessted in this topic. Please post your expierences.
Georg
Thanks for your contribution to the topic.
I was thinking of doing it the way you wrote. i.e.: using a dummy or a point helper to extract the offset distance from object’s pivot, but then I thought it could be possible to use a gizmo instead. Well, I see I’ll have to do it the way you suggested using a dummy or so.
I’ll keep you updated on this whenever I have some code etc…
Thanks again man!