Closed samipfjo closed 5 years ago
I like the idea of having the separate utilities panel - feel like we should remove the original convert to mesh option and move the render option into the utilities panel though, so the original panel looks like this:
I agree. Only issue is that it's harder to grab a cup of one's choice beverage while waiting on the generation to finish if the whole process can't be automated. That's why I was thinking we should provide both options -- one for full automation, and one for more fine-grained control.
Hmm true, maybe we could have a box for each utility which contains the options (e.g. render output location, number of LoD), the utility button itself as well as an option to automatically perform that utility after generation?
Yeah, that would work. Put the check boxes next to the buttons?
Checkboxes added over in #27 because I'm terribly unorganized.
Did a little bit more than just change the name. I moved the code for mesh conversion into its own operator so that it can easily be called after the tree has already been generated. Additionally, I've added a utilities submenu where we can put more post-generation utilities.
I think this is a huge benefit because it allows the user to play around with the branch curve before converting it to a mesh (and without having to figure out converting to a mesh on their own).
It will also creates a spot for a new feature I'd like to add: automated LOD (level of detail) generation for use in game engines.