Node Tools Overview #101778
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Reference: blender/blender#101778
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Background
With node group assets becoming more prevalent and geometry nodes becoming essential
for manipulating geometry in Blender, we want to add the ability to implement operators
with geometry node groups.
Relevant node groups would need a geometry input and output, and could have other inputs (and possibly outputs), with similar mappings as the geometry nodes modifier.
Additionally, specific inputs could be marked as editable modally, for example, a "Factor" input could be controlled by moving the mouse cursor left or right.
The specific data design still needs to be settled on (i.e. is the node group an operator, or does an operator reference a node group?).
Design
Implementation
Organized by priority in each category
4.0 Targets
Changes needed to move the feature out of experimental and enable it in the release
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Polishing
Not necessarily required for a release in main
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Milestone 2
The second phase of the project, after the fundamentals are working well
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Modal Operators
The "modal node tools" project
Use Cases and Ideas
It would be useful to provide a module for converting custom panel settings to input sockets as part of the input sockets signature.
Dalai Felinto referenced this issue2023-08-21 15:18:12 +02:00
Node group operatorsto Node Tools OverviewSome issues I currently still have with Node Tools:
I cannot add custom shortcuts
bpy.data.window_managers["WinMan"].(null) = 'A' # Property
Tool popover layout always "inactive", regardless of the checkbox value:
Mesh > Delete
:No asset found at path "NodeTree/Tool"
in some cases.Not a bug, but nonetheless:
I think the warnings only displayed in modifier panels (like the one below) should be visible when making tools.
Maybe the warnings should have displayed somewhere inside the node editor to begin with? (Like in header as other warnings?)
Wondering about live preview/update support. Since mouse position is exposed it seems like a natural next step.
Tools should be able to receive events on each live update. e.g. mouse left click or keyboard enter. Events are delivered via scene input booleans. In this new mode tools would be responsible for committing or cancelling. This would probably go on a new "Tool output" node (like group output, but for tool specific controls).
Still not sure about incremental editing. Maybe group outputs would be used as inputs on the next live update. This also requires access to a time delta. Imagine a custom sculpting tool accumulating edits across live updates.
Think I'll close this task. Further development like modal node tools (like live update mentioned in the previous comment) is not tracked here anyway.