Having each Editable Poly action as an individual modifier would allow for better procedural modeling.
Extrude, Bevel, inset, chamfer, extrude along spline, hinge, bridge, connect...
with options for the selection input:
- from stack
- from sub-object id number
- from selection set
- random
- distance to node
- distance to pivot
and options for selection output:
- result
- previous selection
- convert selection to: vertex, poly, edge...
...
its parameters exposed so they can be easily connected to other parameters in the scene,
it seems that Face Extrude Modifier could be something like that, but it doesn't work properly,
it needs to be rewrite from scratch.
for instance:
EXTRUDE-BEVEL-INSET-ALONGSPLINE-HINGE
should have this parameters:
- local/average normals (bool)
- by polygon (bool)
- distance amount (float)
- use spline (pick spline)
- use edge (pick edge)
- curve for side shape
- inset amount (float)
- angle (float)
- direction (float)
- axis (x, y, z)
- taper amount (float)
- taper curve (float)
- segments(int)
- bias (float)
- twist (float)
- options for smoothing group for the sides and cap
- options for polygon ids for sides and cap
and it should have several outputs, not only the main output, so it'll be more flexible when we have the node editor:
- Main output (geometry already selected)
- cap polygons
- cap edges
- cap vertices
- side polygons
- side edges
- side vertices
There could even be a MCG version of it to play around and make our own