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    <title><![CDATA[Blenderstorm]]></title>
    <link>http://www.blenderstorm.org/qapoll/ideas</link>
    <description><![CDATA[Post your ideas and vote for the entries you like.]]></description>
    <language>en-us</language>
    <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 21-Nov-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[102] Garbage Collector]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/77/</link>
      <description><![CDATA[a way for deleting (all) unused datablocks of the current blender session so that you don't have to restart blender anymore for that.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/77/</guid>
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    <item>
      <title><![CDATA[[23] Adavanced text in blender.]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/70/</link>
      <description><![CDATA[Text in blender its pretty basic . I would love to see some kind of system inside the blender text that would allow to do complex text animations and effects.<br /><br />Something like nexttext from procesing :http://www.vimeo.com/260901<br /><br />or flash TX eff : http://www.jumpeyecomponents.com/?ref=1eb06a0a1f7r38<br /><br /><br />So that we can do this kind of text effects in blender more easily.<br /><br />Like for example this kind of effects , where the letters appear like in this video http://www.youtube.com/watch?v=0JRT-JaYnnc<br />
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<a href="http://www.blender.org/forum/viewtopic.php?t=13059"> Blender.org thread #13059</a>
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/70/</guid>
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    <item>
      <title><![CDATA[[21] Audio in BlenderPlayer]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/244/</link>
      <description><![CDATA[BlenderPlayer havent audio. In animation is very appreciated.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/244/</guid>
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    <item>
      <title><![CDATA[[18] Update Blender.org gallery]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/352/</link>
      <description><![CDATA[The last works are from December 2007 - 4 months should be updated...<br />http://www.blender.org/features-gallery/gallery/images/<br /><br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/352/</guid>
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    <item>
      <title><![CDATA[[17] openGL: texture mapping]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/297/</link>
      <description><![CDATA[In the 3d view and the game engine textures are blurry (interpolated). Similar to how there is an option to disable mipmaps it would be nice if there was an option to disable the bilenear interpolation of textures. i think this would be nice for text and skyboxes so that there is no bleeding.<br /><br />an example:<br />http://littlebobs.googlepages.com/noblurring.png<br />http://littlebobs.googlepages.com/notblurry2.png<br /><br />code:<br />glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )<br />changed to:<br />glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )<br /><br /><br />what do you think?<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/297/</guid>
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    <item>
      <title><![CDATA[[15] openGL preview improvements]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/490/</link>
      <description><![CDATA[for those who know www.crazybump.com its obvious how powerful its real-time openGL preview is. for those who dont - well...u should see this immediately.<br /><br />crazybump has INSANE realtime normalmap , occlusionmap , displacemap etc, preview and it would be CRAZY to have this within blender!!!!<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/490/</guid>
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    <item>
      <title><![CDATA[[14] NURBS importing]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/217/</link>
      <description><![CDATA[i don't want blender to be NURBS modeller, Rhino does the job. <br />BUT i would love to see Blender beeing able to import step or at least iges. I'm product designer so i often have to export and mesh my models to bring them in blender. It is annoying and and very often it causes doubled vertices on mirrored and revolved objects.<br /><br />Maya does an excellent job on that (Direct Connect is awesome!)<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/217/</guid>
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    <item>
      <title><![CDATA[[10] flip background image]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/437/</link>
      <description><![CDATA[It would be nice to have an option to quickly flip vertically or horizontally a background image .<br /><br />It would remove the need of doing it with an other software just to do this simple task .<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/437/</guid>
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    <item>
      <title><![CDATA[[8] fbx exporter - instances and custom properties]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/328/</link>
      <description><![CDATA[for exporting data to game engines it would be great if the fbx exporter supported custom properties (the ones you can set in the logic buttons window). support for instances would be nice too.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/328/</guid>
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    <item>
      <title><![CDATA[[6] realtime shadow mapping in the viewports]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/516/</link>
      <description><![CDATA[now that brecht is adding all this nice glsl shader stuff it would also be great if realtime shadow mapping were possible in the viewports.<br /><br />this would be very helpful for previewing shadows and it would enable very fast rendering of high quality opengl previews or playblasts.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/516/</guid>
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    <item>
      <title><![CDATA[[5] sticky texture to UV texture > bake]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/479/</link>
      <description><![CDATA[we really can make use of baking sticky textures to UV textures<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/479/</guid>
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    <item>
      <title><![CDATA[[4] Move old Ideas to another Category]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/492/</link>
      <description><![CDATA[Can I move an idea to another category? There have been new categories implemented now.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/492/</guid>
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    <item>
      <title><![CDATA[[4] Change vertex group name with renaming of bone]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/512/</link>
      <description><![CDATA[Sometimes it would be nice to have a vertex group follow along with the renaming of the bone it is associated with. Could this just be the default behaviour? Would it ever cause inconvenience?<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/512/</guid>
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    <item>
      <title><![CDATA[[3] Weight painting displaying the maps of all bones, color coded]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/499/</link>
      <description><![CDATA[Now that Blender has custom bone colors, would it be possible to implement a system that automatically assigns different colors to the deformers and when you start painting weights, you see all the weight maps with correspoding coloring? This type of thing is found in other 3D packages, like XSI.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/499/</guid>
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    <item>
      <title><![CDATA[[3] Create IMPORTER for Google Sketchup Pro & Free Projects/Models]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/547/</link>
      <description><![CDATA[Create IMPORTER for Google Sketchup Pro & Free Projects/Models<br /><br /><br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/547/</guid>
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    <item>
      <title><![CDATA[[3] Realtime greyscale bump map viewing and painting]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/644/</link>
      <description><![CDATA[I would very much like to have GLSL viewing of standard greyscale bump maps.  This feature would compliment multires nicely as it could allow for painting of finer bump detail in realtime.  I know that painting of normal maps has been proposed, which would be great, but it seems like greyscale bump maps would be much less of a programming challenge to implement. Since we can already paint a bump map it seems all we need is the GLSL shader to view it!<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/644/</guid>
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    <item>
      <title><![CDATA[[1] PayPal Donate Button on Front Page of Bleder.com]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/722/</link>
      <description><![CDATA[Sometimes you just want to give money easier!<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/722/</guid>
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    <item>
      <title><![CDATA[[0] New Blender Logo]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/699/</link>
      <description><![CDATA[Open a discussion about the Blender Logo.<br />I admit that I don't like the logo, so is possible that another people thinks like me!<br /><br />for me the beter choice is use the suzanne head how inspiration, in almost avery tutorial or conference a lots of people use it, so why not she could be a new face of blender.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/699/</guid>
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    <item>
      <title><![CDATA[[-2] Compare to Lightwave]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/204/</link>
      <description><![CDATA[I have some architect basic skill and wish to be an interior designer. I choose Lightwave 8.5 and played it for several months. It fit my needs and I became a serious lightwaver. But when I've decided to buy a licensed one, the Lightwave 3D 9.0 released. If I buy it, I must pay it again and again if they release a new version. And if I don't buy the lasted one I will be outdated, you know 3D technology is growing fast.<br /><br />Now I'm a Blender user, just about 1 week. Here I want to share my experience using Lightwave, hope it can be useful for Blender improvement. Please correct me if I've said something wrong about Blender.<br /><br />1. VERTEX SNAPPING<br />Using Lightwave + 3rd party plug-in, faces/points/edges can be snapped to any vertex. It's very handy if you've modeled a desk and want to put it (snap it exactly) to a corner of a room.<br /><br />2. MEASURING TOOLS WITH SNAPPING ABILITY<br />Lightwave 3rd party tools can measure distance/angle with vertex snapping ability.<br /><br />3. REAL LIFE DIMENSIONING<br />For architectural design, it will ease you so much if you can use mm, cm, meter, ...<br /><br />4. AUTO SNAP RELATIVE TO GRID SIZE<br />Each object dragging on 3D window will move 1/10 of grid size. For example, if you drag (move) an object it will increase 1cm, you can zoom closer to gain a drag increase of 1mm.<br /><br />5. MORE PARAMETER FOR OBJECT CREATION<br />In Lightwave if you want to create a table with the size of 100cm x 60cm x 70cm on a specific location, you just fill all the informations after click the add box button. All in one step.<br /><br />6. INTERACTIVE DRAGABLE OBJECT CREATION<br />In Lightwave, almost all the object can be created with the size controllable on dragging it's borders. Even you can control the subdivision number by pressing +/- while creating an isosphere.<br /><br />7. TRANSFORMATION WITH INFORMATION RELATIVE TO PREVIOUS STATE<br />Sometimes after finish rendering, your friend tells you the windows should be 8cm higher. Just select the windows, drag the transform handle until the Transformation Information show you the distance is 8cm. That's in Lightwave. In Blender you must calculate it position + 8 point (maybe 0.8 or 80, depend on the scale you use).<br /><br />8. NGON SUPPORT<br />Blender doesn't NGon. It will be difficult to manage because there will be a lot of 3Gon if a wall has 2 holes (windows). Lightwave support Convex NGon and torelable with some Concave NGon. If a polygon is too concave it will show in black color, you can repair by splitting it into 2 polygons.<br /><br />9. POWERFUL BOOLEAN OPERATION<br />Lightwave boolean operation is powerful and easy to use, it will try to produce NGons as possible as it can rather than 3Gons/FGons.<br /><br />10. POWERFUL MODELING TOOLS<br />Lightwave has known as a powerful modeling application. Here are some of very useful tools: Select Connected, Invert Selection, Select Loop, Pen Tool, Set Value, PxSP Move (3rd party snap move), Rest On Ground, Absolute Size (3rd party resize), Point Normal Move, Extender, Smooth Shift, Edge Bevel, Rounder, TrueFillet (3rd party), Drill (2D version of boolean), Bridge, Berzier Bridge (3rd party bridge), Knife (very powerful compare to Blender's), Connect, Find Center, ...<br /><br />11. GRADIENT MAP<br />Lightwave Textures had divided in 3 main categorizes. Image Map, Procedural Map and Gradient Map. Lightwave don't have fresnel (except using node or shader), but it's easy to simulate fresnel effect using gradient map with camera incident as parameter. Gradient map can be very useful sometimes.<br /><br />12. MATERIAL/CAMERA/LIGHT LIBRARY<br />You know it is good idea to have it.<br /><br />13. EASY MANAGE LIST OF MATERIAL/CAMERA/LIGHT<br />Lightwave have lists of material, camera, light and use keyboard to select it's item. Something similar in Blender I think is Outliner. But you can't use arrow up/down keys to select it's item, you must use mouse clicks. Believe me, using a key on list is easier than a mouse.<br /><br />14. MORE INFORMATION ON RENDERING WINDOW<br />Lightwave rendering window shows information about quality setting, elapsed/estimated time, percent of completeness. You can always cancel, adjust the setting and try render again to get desired quality vs time.<br /><br />15. POWERFUL RENDERING WINDOW<br />Lightwave will save each rendered images in memory until you close the rendering window. So you can compare each rendered image to decide which the best or to tweak the setting.<br /><br />16. COMMAND HISTORY<br />In Lightwave, each command (keyboard or button pressed) acts like a macro and can be viewed in Command History windows. It make script learning easier.<br /><br />17. CUSTOMABLE MENU AND LIST<br />Everyone use Blender for different situation, Blender only have one menu/button layout. It makes Blender inflexible.<br /><br />Blender if very powerful compare to Lightwave, that's why I abandon Lightwave and start to learn Blender. It's just my small contribution, hope Blender will become better. Any comments/corrections/criti<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/204/</guid>
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    <item>
      <title><![CDATA[[-2] human readable .blend file format]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/648/</link>
      <description><![CDATA[SORRY, this was posted twice. See idea 649 to vote.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/648/</guid>
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