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.comwrote:
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