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[Closed] Modifier vs. SimpleMod sdk

if I want a few gismos to affect my base object (My Camera). What is the best to use?

Modifier or SimpleMod

or do both work?

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(@denist)
Joined: 1 year ago

Posts: 0

as i understood your question correct you want to know what would be better to take as a base class to be derived from for your plugin – modifier or simplemod.

you are doing something for camera. unlikely you expect to change its geometry channel.
so a simplemod is not really your case. but…

the ‘but’ anyway depends on what you want to do with your camera and how the modifier’s gizmo has to be presented.

modifier and simplemod might both work. so the question needs details.

(btw. i’m not sure at all that it should be a modifier)

I would like to make a complex rig and use 7 gizmos with one control point each to adjust the rig. This is to replace old rig of linked dummy objects that people keep unlinking.

Edit: it also records the distance to proxy objects to change their resolution. Plus makes changes to the physical camera to simplify the setting to just fstops. So would really need to be a modifier

it might be extended camera, manipulator (which is better for custom gizmo), and attribute (which can sit on baseobject ignoring a lot of node notifications)

So would that still sit in the stack? Or is this a separate node? What would be a good sample to look at.

I just did a search, is this scripted or SDK?

as i said there are many options.
but the main difference between attribute and modifier is the list of notifications.

to give you a suggestion i need to know what your ‘driver’ has to do with a camera, what camera ‘changes’ have to force the ‘driver’ update (react)

it’s like two car’s features:

if road is good it lets go the car faster, if road is bad it slows the car down – attribute

if the car is going fast it blinks front-lights, if the car is going too slow it blinks tail-lights – modifier

With what I have now is simplemod. This draws the rig ever time you select the camera and does this many times over if you have the nitrous viewport selected. It has sliders to change the rig and would like to add control points so you can also do this by hand.

As for camera changes are done mostly once when mod is added. As for the proxy check is just a button that runs though the animation to check distances to flag the proxy for change on render callback.