| |
112 (+121,-9)
|
|
|
|
display shortcuts over the buttons
|
|
Written by Ben the 20 Nov 08 at 12:40. Category: Tools. New
|
|
Few buttons display the shortcut with the instruction when putting the mouse over it.
Would be nice to have this always displayed, e.g. when ctrl-clicking on a button
|
|
| |
47 (+50,-3)
|
|
|
|
| |
11 (+15,-4)
|
|
|
|
slidding UV points Stretch image
|
|
Written by Ben the 20 Nov 08 at 13:33. Category: Tools. New
|
|
On the UV mapping,
when I modify the UV, sometimes I want to keep the same mapping, but have it taking less place on the texture, to get more for some other areas.
For the moment the way to do is to bake a new texture with the new UV, that is really complicate.
So that would be convenient to have a button "make image sticked/stretched with points"
It may involve to loose datas, so it would be good to apply it to the image only when when clicked on a button "apply".
|
|
| |
10 (+14,-4)
|
|
|
|
UV project to UV map / UV map to UV project
|
|
Written by Ben the 11 May 08 at 10:25. Category: Tools. New
|
|
A main advantage of the UV project is that you can retopo your model while keeping the same texture.
Though sometimes I want my texture to "stick" on my model, e.g. when I want to stretch a part. And then I would like to be back on a UV project way.
Hence UV project to UV map, and UV map to UV project.
I do both way manually, maybe it's possible to script it...
UV project to UV map:
"pretty simple", I bake the texture on a UV map
UV map to UV project:
I render the object (UV mapped) viewed by my "UV project camera" and assign the rendered image as the new texture for that UV project.
As I usually use serial cameras UV projecting on my object, I have to make a rendered image of each of them and combine them in one image.
|
|
| |
8 (+12,-4)
|
|
|
|
change diagonals of a ngon
|
|
Written by Ben the 21 Jul 08 at 15:19. Category: Tools. New
|
|
Lets consider a pentagon (5 edges) composed of a rectangle and a triangle (a rectangle and a triangle with a common edge).
The way to change this diagonal of this hexagon is complicate, particularly if we wanna keep the UV map.
It would be cool to have a way to say "I want this ngon cut in here and in here" and have the UV map kept.
|
|
| |
8 (+9,-1)
|
|
|
|
occlude backround geometry in wire mode
|
|
Written by Ben the 15 Jun 08 at 16:27. Category: Tools. New
|
|
The problem occurs when retopo.
We want to see the vertices of our new mesh on top the mesh to retopo => X-ray
We want also to see the old mesh => retopo object in wireframe
But we don't want to see all the vertices of the other sides, that are confusing but appear when we display the retopo in wirefame.
The simplest way to avoid that will be to still allow the "occlude backround geometry" function in wireframe.
If you wanna see how it would be, I use a hack to do that: assign a texture png 99% transparent to the mesh. Though that's still a hack...
This has something common with the idea http://www.blenderstorm.org/qapoll/ideas/idea/93/
but is still different.
|
|
| |
7 (+8,-1)
|
|
|
|
Sculpt on a lower level
|
|
Written by Ben the 7 Aug 08 at 11:17. Category: Tools. New
|
|
Pretty small addition but that may be very useful.
When sculpting with multires, lets say e.g. on level 5, a parameter would allows us to sculpt on the levels 1,2,3,4 or 5.
We can already display the vertices/edges of this level with the parameter "Level" of multires.
The great advantage is that you can keep a shape that would be the one of "level 1+subsurf modifier"
(The drawback can be a confusion if the user forget to put it back to 5)
|
|
| |
7 (+9,-2)
|
|
|
|
Update my idea status as implemented
|
|
Written by Ben the 12 Aug 08 at 22:17. Category: Blenderstorm. New
|
|
2 of my ideas have been implemented (one of them bcs the feature already existed and I didn't know :P). I wanted to update the status to "implemented".
|
|
|
|
Done!
|
|
(6) (+8,-2)
|
|
|
Random ideas on the front page
|
|
Written by Ben the 11 Apr 08 at 02:56. Category: Blenderstorm. Implemented
|
|
I know that makes it less appealing (that's nice to see immediately great ideas), though we have to give a chance to the new ideas (hum? like mine? oh well, I was not thinking about it that way but sure people will gain by knowing about my great ideas ^_^)
|
|
| |
5 (+9,-4)
|
|
|
|
Subscrib on idea/comments
|
|
Written by Ben the 16 Aug 08 at 23:08. Category: Blenderstorm. New
|
|
I would like to be able to know when an idea I am interested in gets a comment (or when the status changes).
Maybe by Subscription by rss or email.
Would that be complicated to have for each user a list of ideas he subscribes to?
|
|
| |
5 (+9,-4)
|
|
|
|
Alpha-transparancy of an object
|
|
Written by Ben the 22 Oct 08 at 01:01. Category: Tools. New
|
|
It would be cool to be able to make an object 10,20,30.. 90% transparent in the display window.
In edit mode, an object is displayed with the alpha-transparency of his texture. We can partly see through the mesh where the texture is partly "alpha-hidden".
|
|
| |
4 (+6,-2)
|
|
|
|
Mirror before multires
|
|
Written by Ben the 27 Oct 08 at 05:38. Category: Tools. New
|
|
When sculpting on Multires and using the mirror.
The Multires is obviously taking place before the modifiers, like mirror. But with this modifier mirror, that makes problems like a seam in the middle (as the shape is made without considering the other half).
I would like to be able to choose the place of the multires in the Modifiers list.
(I don't want to apply the mirror because it is still useful to not have it sometimes (e.g. when retopo starting from the level 1 of the sculpted mesh))
|
|
| |
3 (+9,-6)
|
|
|
|
The way to edit my posts is not clear
|
|
Written by Ben the 26 Jul 08 at 12:46. Category: Blenderstorm. New
|
|
Maybe I just missed an obvious button, though I didn't see one "edit" on my posts. It seams to me I can modify my posts when clicking on e.g. "attach a bug"
|
|
| |
1 (+4,-3)
|
|
|
|
uv-projected texture stops on faces
|
|
Written by Ben the 6 Jun 08 at 04:14. Category: UV-mapping. New
|
|
When an image is UV project by a camera on a mesh, it kind of "pass through" the faces and some parts can be displayed serial times.
If the goal is to project a picture, that would be nicer if the picture stops on the face (like a real light emited by a projector)
I made a screen capture to clarify:
http://picasaweb.google.com/braverdy/Blender/photo?authkey=8ll8Mc48wWU#52002670 44751118786
|
|
| |
0 (+3,-3)
|
|
|
|
slide/sculpt points through an axis
|
|
Written by Ben the 13 Aug 08 at 21:12. Category: Tools. New
|
|
When UV-projecting an image on a mesh.
When a vertex is already placed correctly on the projected image, but still has to be move forward or backward (e.g. for the symmetry to fit also).
We want that the selected points could only move through the direction of the camera
|
|
| |
0 (+0,-0)
|
|
|
|
keep the texture when retopo
|
|
Written by Ben the 10 Sep 08 at 18:24. Category: UV-mapping. New
|
|
Now we have the great tool "shrinkwrap" that allows us to retopo and keep the precision sculpting.
But we cannot yet get back the texture/mesh colors from the previous mesh to the new one.
That would not be too difficult to implement, is it?
E.g. using shrinkwrap, when the mesh goes to "the closest surface point", can we associate to it also the vertex color of that point?
|
|
| |
-1 (+9,-10)
|
|
|
|
what does this shortcut do?
|
|
Written by Ben the 6 Jun 08 at 00:39. Category: Tools. New
|
|
Didn't ever want to learn a software by clicking everywhere?
I do it myself by typing all the keys of the keyboard one after the other.
The drawback : you messed everything and you have no clue how you did and how to come back.
So this function would simply "lock" blender and tell you what it would have done with this shortcut (without doing it)
|
|
| |
-1 (+1,-2)
|
|
|
|
Apply Shrinkwrap on multires
|
|
Written by Ben the 9 Sep 08 at 19:29. Category: Tools. New
|
|
Shrinkwrap is a current google SOC and I got a svn build.
One HUGE drawback is that it is not applyable on multires ; one has to apply the multires first, loosing all the interest of it...
And I don't know why there is this restriction...
I didn't find a way to contact the author, but that would be great to have that
|
|