Doug (Mythical Dragon) helped clarify what I was trying to say. But I'll type more anyway.
First - I totally agree it would be convenient.
But - The reason I warn about it being a "sinkhole" is that there will always be more and more we want.
Round holes, square holes, easily resizable holes, holes based on spline curves.
Tapered holes? How deep is the hole?
The math library becomes more complex if the hole goes through non-flat items, like a sphere.
What happens if we put a hole on one side of a torus (donut)? Depending on the direction the hole goes, does it go through the other side too?
And why just holes? How about protrusions?
Even something as simple as "poking a hole" in a wall has issues.
How to we texture map the insides surfaces of the holes (like when it goes through a wall)? Suddenly iClone needs to know how to "unwrap" the surface for UV mapping. I sure would love to be able to manipulate existing UV maps (to reposition nodes relative to the texture image), but doing the unwrapping is another thing altogether.
Bottom line - I do like the idea, but I'd rather have iClone be the BEST ANIMATION tool, and continue to use a 3D modeling tool that excels at its job.
Companion suggestion - I'd like to see 3DXchange be more intuitive. So if they asked me, I'd say put the effort into refining the 3DXchange user interface rather than adding modeling features inside iClone. Unless they can do both, in which case I have no objections.
I'm not ranting at you. I'm just passionate about this. I've seen this happen before. Software, which started great, gets diluted to where it ends up doing nothing well, becomes unstable, has a complex and cluttered user interface, and (adding insult to injury) they try to charge a higher price because it does more (according to the long list of features printed on the retail package).
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
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