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BikeShedding: 3ds Max style Modifier Stack: Chances?


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An example:

 

Create a Cog

 

// side note to Devs... the cog is a fucking fantastic tool, and incredibly awesome. THANK YOU!

 

Now grab the rounding tool (beta) and round one of the sprockets of the cog.

 

The cog has now been forcefully turned into a curve object.

 

So I'm unable to operate any of the sexy cog controls anymore.

 

Is it at all possible to work like 3ds Max does, until the relationships don't work anymore, in the sense that operations of modifiers apply to the base object, but the base object is still editable?

 

// if you've not used 3ds Max this won't make a lot of sense. Sorry about that. A quick attempt to describe:

 

It's like a stack of operations and functions performed upon and added to the foundational object. Each operation builds on the last, and any one or more of them can be turned on or off at any time. It's possible to work on the base object and watch both it and the final output transform at the same time.

 

At any point in development an object and its modifiers can be instanced, referenced or cloned, and subsequent additional modifications only apply to the instance they're added to, and any changes to the referenced underlying modifiers impact all referenced objects.  Cloned objects are utterly independent.

 

Kind of like how references, instances and new objects work in OOP.

 

The power of this approach for creativity is nearly endless, and utterly addictive.

 

Any chance this can be done in Affinity?

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