1, For Ocean Modifier, I hope there will be a better way to simulate the water interaction with boat or something above the wave. The currently fake workflow just pain for more details. FYI: http://www.blendernation.com/2012/03/20/ocean-dynamic-paint-particles/
2, Improved Outline System, sometimes it will be better to get a clean button to re-organize the linked source or unused texture, action, materials etc. Now I have to click each linked path and press X to clean them. And a reload button will be cool to refresh the linked objects, reopen is not the best way to save the time. 3, A better Muscle System? Shrinkwrap is not the best fake way to do this job. 4, And for PO translator, a real time translation env will cheers us to check the result immediately. 5, A better support for UTF-8 will be cool! If I compiled blender source code in a Chinese operation system, some system date var issue will throw me exception to finish the build process. And if I open browser in Blender to check my files, all the Chinese character will show cubes there. That is not cool. So much for today, thanks for all! :) *罗聪翼/Ethan Luo* <congcong...@gmail.com> *M: (86)139-8210-2445(GMT+8)* ***@congcong009 #twitter/facebook/**新浪围脖* ***BlenderCN**中文社区**(**www.blendercn.org**)* On Mon, Jun 18, 2012 at 6:59 PM, Campbell Barton <ideasma...@gmail.com>wrote: > On Mon, Jun 18, 2012 at 10:14 AM, Patrick Shirkey > <pshir...@boosthardware.com> wrote: > > > > On Mon, June 18, 2012 9:47 am, Campbell Barton wrote: > >> On Mon, Jun 18, 2012 at 9:38 AM, Patrick Shirkey > >> <pshir...@boosthardware.com> wrote: > >>> > >>> On Mon, June 18, 2012 8:55 am, Campbell Barton wrote: > >>>> @Patrick Shirkey, > >>>> please don't request specific features on this thread - this has the > >>>> effect of turning all planning threads into wish-lists which active > >>>> devs tend to skip reading & not take so seriously. > >>>> > >>>> This is a developer list - if you want some specific engine or one > >>>> feature back from 2.4x you can code it right? > >>>> > >>> > >>> Of course. > >>> > >>>> > >>>> What you _could_ suggest is an api for game engines to be more easily > >>>> integrated - so adding engine support worked better (something Apricot > >>>> project was supposed to resolve but didn't really). > >>>> > >>> > >>> I was attempting to make the point that the whole process of exporting > a > >>> model with an active rig is not obvious. > >> > >> Could you explain what you mean by this? - for the developer or for the > >> user? > >> What should be changed/improved? > >> > > > > >From a Developer perspective it seems to be a bit hard to program for > the > > exporter API when someone like Eihrul has troubles with getting the iqm > > exporter to work cleanly. That suggests to me that the learning curve for > > getting things right is a bit steep. > > Exporting armatures is tricky - but I don't think the API has bad, > more that we could use better docs, examples and possibly add some > helper functions (get the bone relative rest/pose in different spaces > - its a common problem that different formats expect this data in > different spaces). > Note that we already worked on this area docs/helpers api functions at > least... but could do more. > > see: > > http://www.blender.org/documentation/blender_python_api_2_63_release/info_gotcha.html#editbones-posebones-bone-bones > > > http://www.blender.org/documentation/blender_python_api_2_63_release/bpy.types.Bone.html#bpy.types.Bone.vector > also x_axis, center, children_recursive ... are helpers to make the > api easier to use. > > > However I think converting between different rig representations is > also inherently difficult - especially when the format has for > example, bones that dont have a length - or the length moves along a > different axis then in blender. > > > >From a users perspective it's really quite difficult to export a skinned > > and rigged model correctly. So that suggests the interface is too complex > > or abstract. Perhaps there needs to be a wizard that steps through the > > process. > > > > >From an advanced user perspective I see no good reason apart from "no > one > > has had the time/money" that it is not possible to apply a set of > standard > > (preset) movements to any mesh (or mesh type). That would allow very > quick > > prototyping of potential models for game engines and virtual 3d > > environments. > > > > arm, finger, leg, toe, head, eye, mouth > > > > These are rig configurations that are essential to exporting 3d models > and > > it seems like a glaring omission that Blender doesn't provide some sane > > and well tested defaults which can be quickly applied by a normal user. > If > > they are already there then they are well hidden or abstracted. > > Have you used rigify? Sounds like this should do what you want. > > > >> I used cube/iqm as an example but > >>> I think it applies across the board. It seems to be an > >>> interface/usability > >>> issue. From my research it also seems that it is a low priority for > >>> developers but I think it would be a very powerful project to have some > >>> renewed focus on as blender could be used to spit out whole armies in > >>> batch mode. In that regard I am more than willing to discuss some > >>> possible > >>> improvements but I am not sure that this list is the correct place to > >>> discuss such interface issues. > >>> > >>> An API to integrate games engines more effectively is definitely a good > >>> thing(tm). Perhaps they go hand in hand? > >> _______________________________________________ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > > > > > -- > > Patrick Shirkey > > Boost Hardware Ltd > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > -- > - Campbell > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers