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    <title><![CDATA[Default entry point]]></title>
    <link>http://www.blenderstorm.org/blenderstorm</link>
    <description><![CDATA[]]></description>
    <language>en-us</language>
    <pubDate>Wed, 22 Feb 2012 10:14:49 -0800</pubDate>
    <lastBuildDate>Wed, 22 Feb 2012 10:14:49 -0800</lastBuildDate>
    <generator>BlenderPoll module</generator>
 

    <item>
      <title><![CDATA[[0] costum curves for PEF]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/452/</link>
      <description><![CDATA[Is it possible to be able to change the Proportional Editing Falloff curves. There are a few option (smooth, root constant, etc) but not enough. Also it would be nice to seethe effected in the view port like color coding the influence. <br />
<br />



<b>[1 votes] Solution #1: Draw you own curves</b>
<br />

draw curves with bezier and vector option. <br />
<br />


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</description>
      <pubDate>Wed, 22 Feb 2012 06:27:17 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/452/</guid>
    </item>


    <item>
      <title><![CDATA[[0] UV Offset Modifier]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/451/</link>
      <description><![CDATA[Blender can be used for 2D or 2,5D animation.<br />Simple cut-out style animations can be done using bones but replacement animation is difficult to do with built in tools.<br />It would be very easy to do replacement animation with modifier which changes UV coordinates.<br />You could draw lips in different shapes on one texture and animate mouth just moving UV's.<br />
<br />



<b>[0 votes] Solution #1: UV Offset Modifier</b>
<br />

I've written modifier in C and want it to get into official release.<br />On this page is everything about modifier:<br />http://kompak.pl/index.php?id=28<br />Video showing how it can be used, simple manual, video tutorial showing one of possible uses, .blend file, patch and builds for Win32 and Win64.<br /><br />I need builds for Linux and Mac for testers. If anyone can help me with this it would be very appreciated.<br /><br />Thread on blenderartists: <br />http://blenderartists.org/forum/showthread.php?245828-UV-Offset-modifier<br /><br />
<br />


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</description>
      <pubDate>Wed, 22 Feb 2012 04:34:39 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/451/</guid>
    </item>


    <item>
      <title><![CDATA[[0] Maintan collada supoprt for PowerVR SDK Collada2POD tool]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/450/</link>
      <description><![CDATA[PowerVR SDK (http://www.imgtec.com/powervr/insider/powervr-insider.asp) is the gate to iOS development.<br /><br />Blender's collada export is not comaptible with their Collada2POD tool.<br /><br /><br /><br /><br />
<br />



<b>[0 votes] Solution #1: Make PowerVR SDK a testing target for the new collada development</b>
<br />

Please, add PowerVR SDK a testing target for the new collada development.<br /><br />Alternatively, you could maintain the 2.49 blender exporter they created to work with the 2.5x and continue to test after the introduction of bmesh.<br />
<br />


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</description>
      <pubDate>Thu, 16 Feb 2012 22:17:38 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/450/</guid>
    </item>


    <item>
      <title><![CDATA[[0] Opt to always maintain Mesh's Area]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/449/</link>
      <description><![CDATA[I was animating a book page - quick and dirty - with a few Shapekeys.  However, as I would bend the subdivided Plane, it would inevitably stretch out and actually become a larger Object than it was initially.  <br /><br />Most of us don't think about it much, but this happens with virtually everything in Blender, and yet it NEVER happens in the real world.  In the real world, Objects don't magically gain mass spontaneously and become larger.  <br /><br />So, a solution in Blender would be very simple: Have a Constraint for Mesh's which maintains a constant Area.  So if the plane was originally 4.000 Blender units, even if you stretch out one of the Edges, then other Edges automatically shrink to maintain the consistency of its area.  <br />
<br />



<b>[0 votes] Solution #1: Modifier or Constraint</b>
<br />

Because I believe most Constraints work on the Object level rather than on the Mesh level, I think that the solution would probably be a new Modifier rather than a Constraint.<br /><br />It could simply be called "Area Maintain" or something.  Once a user implemented it, he would know that his Mesh couldn't stretch or squish anymore: and if he tried stretching out one Face or Edge, then other Face's or Edges would shrink in accordingly.<br />
<br />


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</description>
      <pubDate>Thu, 16 Feb 2012 07:55:07 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/449/</guid>
    </item>


    <item>
      <title><![CDATA[[0] Perspective vs Orthographic in Camera menu]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/448/</link>
      <description><![CDATA[Hi there,<br />I'm wondering if perspective / orthographic are different or if it is a 0-1 that could potentially result with decimals and keyframes.<br />A camera traveling with a opposite zoom focal lens result with the same image. But with a real cam, this will make a weird effect that Stanley Kubric used in 2001 space Odessa.<br />Why not allowed cams to get a between perc/ortho... This will make the joke...<br />Best regards, and thanks for Blender...<br />Mathieu> <br /><br />
<br />



<b>[0 votes] Solution #1: 0.000 (perspective/false) to 1.000 (ortho)</b>
<br />

Cam menu : 0.000 (perspective/false) to 1.000 (ortho) with Keyframe.<br /><br />
<br />



<b>[0 votes] Solution #2: Perspective camera can be Ortographic</b>
<br />

Perspective camera by default has focal length of 35 mm in Blender. But you can increase the value to really high, which more or less make the perspective = ortographic.<br /><br />If you want to do Kubrik effect, simply dolly in the camera while you animated and adjust the Focal length. If you want I can make quick tutorial.<br /><br /><br />
<br />


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</description>
      <pubDate>Mon, 13 Feb 2012 04:02:57 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/448/</guid>
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    <item>
      <title><![CDATA[[0] Improvement of modifier Mesh Deform]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/447/</link>
      <description><![CDATA[Mesh Deform is more and more used especial for rigging with meshing (like blenrig etc.) It is often necessary to calculate (bind) your mesh for trail and error until it works. Additional a precision of 7 is mostly necessary. The bind process is time consuming.<br /><br />Therefore it is necessary to improve the performance.<br /><br /><br />
<br />



<b>[0 votes] Solution #1: Enhancement of mesh modifier through multithreading</b>
<br />

An easy way should be multithreading. In binding process the modifier only uses one core of CPU. If it would use all cores of CPU then the performance could be improved dramaticaly. Who could enhance the mesh modifier with multithreading? No logic is changing, only an technical enhancement is necessary here.<br /><br />Greatings...<br />
<br />


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</description>
      <pubDate>Sun, 12 Feb 2012 12:59:57 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/447/</guid>
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    <item>
      <title><![CDATA[[0] make creating a image slide show possible.]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/446/</link>
      <description><![CDATA[Right now in Blender's sequencer. the only scale option is to use the transform effect strip. But the problem is this effect strip doesn't account for pixel outside the range of output resolution. So people can not do things like importing a highres picture an do the zooming animation to make a slide show. <br />
<br />



<b>[1 votes] Solution #1: Add a size option at the sequencer property menu below use offset and use crop.</b>
<br />

The use offset and use crop in the property menu do account for pixel out of range, so we could make another resize option below them.<br />
<br />


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</description>
      <pubDate>Tue, 31 Jan 2012 07:40:20 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/446/</guid>
    </item>


    <item>
      <title><![CDATA[[0] support more rendering setting in GLSL realtime editing]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/445/</link>
      <description><![CDATA[Right now there are a lot of render setting for rendering. They doesn't take affect on realtime editing. For example, the diffrent types of generated textures ( e.g. Blend, Clouds, ... ) und the mapping settings. There are a lot of interesting feature that works in Play mode but not in edit mode.<br />
<br />



<b>[1 votes] Solution #1: Make this features work in GLSL edit mode</b>
<br />

make this feature work in GLSL edit mode like:<br /> - Backface culling ( material -> Game Settings )<br /> - Texture Types ( like Blend or Cloud )<br /> - Texture Mapping setting<br />and other usfull Settings for realtime edition that could help as preview for game and Highquality rendering.<br />
<br />


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</description>
      <pubDate>Mon, 30 Jan 2012 00:29:45 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/445/</guid>
    </item>


    <item>
      <title><![CDATA[[0] global refresh]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/444/</link>
      <description><![CDATA[this can in some cases help speed up the production pipeline...../animation process.......<br /><br />here an example of the new idea....<br />create a new file, that file has an uncompleted mesh.....the mesh is already rigged and is not ready to be animated.....<br />i then decide to do an animation with the character by linking it into another file.....again the mesh isnt completed....<br /><br />my animation is complete...(for pre-viz and concept artwork or even for my final animated shot) <br /><br />i then go back to the original file and decide to complete the character with textures. detail, tweaking and everything else that goes into a charecter.....<br /><br />going back to the animation file a message of some sort crops ups saying that "certain linked objects in this file have been updated.....would u like this update to reflect in this file..." and thus the user has an option to choose from......<br /><br />this can in some cases help speed up the production pipeline...../animation process.......<br /><br /><br />
<br />



<b>[0 votes] Solution #1: some sort of option for global refresh that also retains the animation work</b>
<br />

some sort of option for global refresh that also retains the animation work<br /><br />going back to the animation file a message of some sort crops ups saying that "certain linked objects in this file have been updated.....would u like this update to reflect in this file..." and thus the user has an option to choose from......without harming the animation itself(just making changes to the objects in that shot file)<br /><br />this can in some cases help speed up the production pipeline...../animation process.......<br /><br />
<br />


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</description>
      <pubDate>Sun, 29 Jan 2012 08:40:32 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/444/</guid>
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    <item>
      <title><![CDATA[[0] [- Useful -] Similar "Individual Origins" pivot control in Edit Mode]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/443/</link>
      <description><![CDATA[Certainly, I know that all pivot point controls should and can only be available in Object Mode. However, I really found there are certain cases when we need to arrage transformation behaviors (translate/scale/rotate) for contexts(or say elements, aka vertice/edges/faces)) in Edit mode.<br /><br />Here is a typical video in which I'm modeling a embroidered ball.<br /><br />http://youtu.be/fBFCTwZ6UZ4<br /><br />As you can see, I go no shortcut in order to the scale align individual normal axis to each face. Shift+R is all I can do to speed up the work, however it's not enough. You see, there are so many faces!<br /><br />PS: I saw some guy got similar need http://www.blenderstorm.org/blenderstorm/idea/442/<br /><br />However, to be exact, our ideas got a bit different to each other. Guys, I really hope you can understand what I'm talking about. FYI. Sincerely.<br />
<br />



<b>[0 votes] Solution #1: to add feature that can do individual manipulation for each element</b>
<br />

I know, this shouldn't be done under the same mechanism, but really hope there should be some flexible way to make this idea come true, by some genius guy.<br />
<br />


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</description>
      <pubDate>Fri, 27 Jan 2012 23:29:36 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/443/</guid>
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    <item>
      <title><![CDATA[[0] Organically transition from one shape to another]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/442/</link>
      <description><![CDATA[(UPDATE: A user at BlenderArtists.org shared this link to a similar process available in 3DS Max: http://cgnews.com.ar/2012/01/morphit-morph-entre-geometrias-de-distinta-cantidad-de-poligonos/)<br /><br />If one has two logos (or characters, or cars, or whatever) which have totally different shapes and Materials, then there is currently no rapid way to "morph" one into the other (none that I'm aware of).  But this is probably an effect that can be automated, and that many Blender users could use a lot.  (For instance, morphing a 1960's Ford Mustang model into a 2000's Ford Mustang model.)<br /><br />I believe that a "Morph Modifier" could be a solution.  There are probably many ways to do this, but my idea is:<br /><br />(1) User selects the starting model and adds the "Morph" modifier.  <br />(2) In the Modifier dialogue, he selects a Target Object.<br />(3) User selects how many steps in the transition he would like (let's say 35 for now)<br />(4) Blender Makes 35 dummy Objects.  Each one subsequently alters both the shape and the Material from one to another. <br />4b.) The Modifier could calculate the change in shape based upon the two Objects' Bounding Box shapes.<br />(5) The 35 Morph Transition Objects are stored in a cache, much as Physics simulations are.<br /><br />I believe that this is viable and would be a tremendously popular and cool feature of Blender.<br /><br />Regardless, thanks to all of you, as always.<br />
<br />



<b>[1 votes] Solution #1: The Morph Modifier</b>
<br />

(1) User selects the starting model and adds the "Morph" modifier.  <br />(2) In the Modifier dialogue, he selects a Target Object.<br />(3) User selects how many steps in the transition he would like (let's say 35 for now)<br />(4) Blender Makes 35 dummy Objects.  Each one subsequently alters both the shape and the Material from one to another. <br />4b.) The Modifier could calculate the change in shape based upon the two Objects' Bounding Box shapes.<br />(5) The 35 Morph Transition Objects are stored in a cache, much as Physics simulations are.<br /><br />I believe that this is viable and would be a tremendously popular and cool feature of Blender.<br />
<br />


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</description>
      <pubDate>Thu, 26 Jan 2012 15:40:14 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/442/</guid>
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    <item>
      <title><![CDATA[[0] Feature Request: Manipulator Orientation - "Active"]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/441/</link>
      <description><![CDATA[Here is a feature request that shouldn't be hard to do: manipulator orientation - "Active".<br /><br />When the manipulator is set to "Normal", when two or more faces are selected it averages their normal direction. The "Active" setting would put the manipulator on the active face and align it to it's normal.<br /><br />Here is how it would look like - http://dl.dropbox.com/u/6959287/active_manipulator_orientation.jpg<br /><br />It's similar to the "Element" setting in modo, which is extremely useful.<br /><br />Regards <br />
<br />



<b>[0 votes] Solution #1: Add Manipulator Orientation - "Active"</b>
<br />

Add Manipulator Orientation - "Active"<br />
<br />


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</description>
      <pubDate>Thu, 26 Jan 2012 05:27:54 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/441/</guid>
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    <item>
      <title><![CDATA[[0] ability to integrate voice into blender]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/440/</link>
      <description><![CDATA[I propose to make Speech Synthesis high quality computer voice that sounds like whatever 'real people' voices the user uploads into blender.<br /><br />The ability for a modeler or animator to create a 'complete' character would be of benefit.  Currently, Blender provides an ideal environment for creation of high quality high and low poly models, and some abilities to create animations.  However, at this point the ability to add a 'voiceover' is limited.  It would be of benefit, in my opinion, for the suite of products included in Blender to provide a speech synthesis capability.<br />
<br />



<b>[0 votes] Solution #1: ability to add voice to a model</b>
<br />

There are already several GNU licensed or OpenSource applications for creation of speech files and 'Text to Speech' which could easily be incorporated into a suite of products within Blender, provided you have the ability to write the code.  Most Animators would have limited abilities in this regard.  Products like FestVox, for example could potentially be integrated to allow the Animator the ability to build a voice for his/her characters.<br />
<br />


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</description>
      <pubDate>Tue, 10 Jan 2012 21:04:55 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/440/</guid>
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    <item>
      <title><![CDATA[[0] Speed up test renders.]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/439/</link>
      <description><![CDATA[I'm in no way a programmer, but I had an idea... probably a bad one, but you never know. What if cycles could use a voronoi estimation for the coloring of nearby cells for a quicker, less accurate test render? I was looking at the overwhelming black space on my render and was wondering, why doe it have to be black? Thoughts?<br />
<br />



<b>[1 votes] Solution #1: I have no clue!</b>
<br />

Voronoi!<br />
<br />


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</description>
      <pubDate>Thu, 05 Jan 2012 21:22:25 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/439/</guid>
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    <item>
      <title><![CDATA[[0] Improved speed in parallel processing]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/438/</link>
      <description><![CDATA[Here is an interesting paper, which is geared toward programming language developers, but may be of general interest to Blender developers.  It was given the Best Paper Award  at the 2011 International Conference of Parallel and<br />Distributed Computing held in London last July. Basically, it describes a procedure to speed up parallel processing by up to 82%. It mentions Stanford's  data parallel extension of the C language called Brook, intended for efficient execution on computers with GPU co-processors, which reminded me of Cycles.<br /><br />http://tinyurl.com/3fdzlcp<br /><br />Enjoy.<br />
<br />



<b>[0 votes] Solution #1: Maybe this is the right place for general comments on programming</b>
<br />

Maybe this is the right place for general comments on programming -- PLMK if otherwise.  Thanks.<br /><br />
<br />


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</description>
      <pubDate>Wed, 04 Jan 2012 02:24:28 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/438/</guid>
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    <item>
      <title><![CDATA[[0] Selection Shortcuts for NURBS Surfaces]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/437/</link>
      <description><![CDATA[A mesh has the following shortcuts:<br /><br />alt-shift-click: edge loop<br />alt-ctrl-click: edge ring<br /><br />It would be convenient to extend this setup to NURBS:<br />alt-shift-click: select in the U direction (already ctrl-r, "select control point row")<br />alt-ctrl-click: select in the V direction<br />
<br />



<b>[0 votes] Solution #1: Selection Shortcuts for NURBS Surfaces Proposal</b>
<br />

Luckily, this should be pretty simple<br />1] add a default keyboard shortcut for "select control point row"<br />2] add the new functionality for selecting in the V direction<br />
<br />


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</description>
      <pubDate>Tue, 03 Jan 2012 19:47:03 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/437/</guid>
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    <item>
      <title><![CDATA[[1] Paste the image in the image editor]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/436/</link>
      <description><![CDATA[When you want to load a background image, for example, you can load it or you can select one from the image editor.<br /><br />I think it would be nice to paste an image directly into the image editor without having to load it. This could be implemented as an addon.<br />
<br />



<b>[1 votes] Solution #1: Code an addon</b>
<br />

I think this would be rather simple for a guy with some experience coding addons. Unfortunately, I'm not the best programmer that you can find so I hope I'm not saying something that is really hard.<br />
<br />



<b>[0 votes] Solution #2: Drag and Drop</b>
<br />

You can already drag and drop an image into the UV/Image editor window to open it there or drag and drop into the 3d view to automatically make it a background image.<br />
<br />


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</description>
      <pubDate>Thu, 29 Dec 2011 14:36:30 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/436/</guid>
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    <item>
      <title><![CDATA[[0] Graphic ToolTips]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/435/</link>
      <description><![CDATA[Well, i was looking in the internet for 3d modeling and i found the Autodesk 123D Make. Since 123D Make is only for Mac i was searching the internet for something similar and i ran onto alibre (all links at the end of the idea )<br />I was wondering how hard it would be to implement graphic tooltips in blender??? That is my idea. Something to make newbies learn blender faster.<br /><br />alibre:<br />http://www.alibre.com/2012/beautiful.asp<br />Graphic ToolTips alibre screenshot:<br />http://www.diigo.com/item/image/1rhpl/23na?size=o<br />
<br />



<b>[1 votes] Solution #1: Graphic ToolTips</b>
<br />

Graphic ToolTips<br />
<br />


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</description>
      <pubDate>Tue, 20 Dec 2011 17:05:16 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/435/</guid>
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      <title><![CDATA[[1] Slight Trouble using the "Emulate 3 Button Mouse" button]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/434/</link>
      <description><![CDATA[I don't know about you guys, but sometimes I have to use Blender on my laptop. So without a 3 button mouse, I need to select "Emulate 3 button mouse" to solve this problem.(under File>User Preferences>Input.) But when I use this I have to use ALT+LEFT MOUSE BUTTON to manipulate around the scene. Unfortunately, hitting ALT and then using the left mouse button just to simply manipulate around the scene can become quiet cumbersome. Especially if you want to pan, instead of hitting SHIFT + LEFT MOUSE BUTTON you have to hit ALT+SHIFT+LEFT MOUSE BUTTON.  <br />
<br />



<b>[0 votes] Solution #1: Only left mouse button</b>
<br />

I have a simple solution: You just click and drag with the left button to manipulate around the scene, and have to hit ALT + LEFT MOUSE BUTTON to place the cursor? This would make it a whole lot easier and you would need to place the cursor a lot less anyway. <br />
<br />



<b>[0 votes] Solution #2: Assign hot-keys for that purpose.</b>
<br />

You can easily change the key mappings so they work for that. You can just make say Alt + Left mouse initiate rotating the scene.<br />All you have to do is find the rotate scene bindings in the hotkey editor (preferences) and then find the middlemouse button action and dublicate it. Then assign whatever combination of keys you want ;)<br />
<br />


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</description>
      <pubDate>Tue, 13 Dec 2011 15:02:15 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/434/</guid>
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    <item>
      <title><![CDATA[[0] Blender 2.49 shortcuts preset in Blender 2.6]]></title>
      <link>http://www.blenderstorm.org/blenderstorm/idea/433/</link>
      <description><![CDATA[Hello,<br /><br />It's quite difficult for some people to get used to shortcuts in Blender, so it makes it more difficult to have to learn again because a new version has arrived. At least this is what my friend is telling me and it is what stop her to switch to Blender 2.6.<br /><br /><br />
<br />



<b>[0 votes] Solution #1: Put the Blender 2.49 shortcuts present in version 2.6</b>
<br />

<br />I've seen that there is a Maya shortcuts preset in Blender 2.6. Why not a Blender 2.49 shortcuts preset so people coming from this version could keep their habits and be happy :)<br />
<br />



<b>[1 votes] Solution #2: Not implemented, just an addition</b>
<br />

I would have to agree that some people are probably having difficulties switching from Blender 2.49 to 2.60. I suggest that this should not be implemented into an official release of blender (because after all, the new keyboard shortcuts could be better), but that this should simply be an add-on, python script, or even a setting in the User Preferences. <br />
<br />


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</description>
      <pubDate>Mon, 12 Dec 2011 14:20:02 -0800</pubDate>
      <guid>http://www.blenderstorm.org/blenderstorm/idea/433/</guid>
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