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6 (+9,-3)
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Sticky surfaces
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Written by doncuan the 12 Nov 08 at 02:24. Category: Animation. New
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Ability to snap to the edge of nearby objects while moving or scaling items. Would make it easier to place e.g. multiple items on a table or floor.
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5 (+5,-0)
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non-overlapping mesh deformation for skin simulation
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Written by doncuan the 20 Oct 08 at 20:33. Category: Animation. New
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option to add collision detection to pose movements so that a mesh cannot overlap with itself but instead will flatten against its opposing surface. Combined with volumetric deformations this would stop the unnatural creasing around organic joints (i.e. how the elbow and back of knee skin deforms when you bend the joint). I know collision detection usually takes a fair bit of horsepower but this could be set for lower quality collisions for a speedup. This is related to skin simulation (add in ability to variably anchor some parts of skin to e.g. bony prominences and that would make a very quick skin simulation.)
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4 (+4,-0)
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Stop rendering duplicate frames
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Written by doncuan the 10 Jun 08 at 11:04. Category: Rendering. New
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Rather than render all consecutive frames of an animation in which nothing in the camera view has moved or changed, could these frames just be duplicated and move on to the next frame? This wouldn't be a huge speed up for most animations if it was technically simple it would be worthwhile, especially for longer animations of complex scenes
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3 (+5,-2)
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Placemarkers
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Written by doncuan the 29 May 08 at 22:45. Category: Animation. New
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The ability to position markers in space with names for easier access than snapping the cursor, then the selection, to everything. Populate a submenu in the snap-to menu with markers already used. Could also populate existing objects in this (would have to be hierarchy or would get full quick).
Then if I wanted to move anything to a location that is used repeatedly, I just click on it then snap-to directly.
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3 (+3,-0)
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line and angle markers
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Written by doncuan the 9 Jun 08 at 21:32. Category: Animation. New
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Would like to see the addition of the ability to place line and angle markers so as to be able to work out directions that animated objects can follow, specifically for balls bouncing off walls (I'm sure there are plenty of other things it would work for too).
This would involved selecting start and end points for a line, and calculating angles where two lines intersect, and also production of an opposite angled line (e.g. so a ball striking a flat surface, e.g. on a pool table, can have a line drawn on its path, another for the surface, and a reverse angle shown which would be its future path post collision.
This would simplify some animating tasks (see thread at http://blenderartists.org/forum/showthread.php?t=120956&page=5 to see the contortions involved to work out the paths of what should be a simple exercise.
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3 (+3,-0)
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Mirror naming automatically
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Written by doncuan the 3 Nov 08 at 19:51. Category: Interface. New
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When I mirror an armature, can Blender have an option to automatically mirror the bone names?
i.e. rather than having to individually change shoulder001_L and shoulder001_R (extruded from shoulder_L and shoulder_R) to upperarm_L and upperarm_R, I can just change one side and the already mirrored bone will reflect the name change too?
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2 (+2,-0)
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Easier constraints
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Written by doncuan the 13 Jun 08 at 16:34. Category: Animation. New
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I would like to be able to move bones around in pose mode and set constraints of location and rotation just by moving the bone to where I want the limit to be and then either key shortcut or clickable button (maybe just a little button beside the constraints limits to assign the current setting to the particular constraint(s)?
e.g. if I move my armature to the limit of a joint's natural movement, I can just click on the constraint that I wish to assign and set the current value to it.
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2 (+3,-1)
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smart vertex removal for rendering
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Written by doncuan the 21 Jul 08 at 18:59. Category: Rendering. New
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Would it be possible for blender to simply remove all the vertices which are not involved in a particular render? (e.g. backs of objects, parts off the camera view) so that there is less render time involved? I know this would reduce quality (e.g. mirrored surfaces may reflect items not seen in the regular view) but would speed up render time, particularly for animation where subjects may come in and out of view and so for long periods are not involved in a scene.
This could be a render option which could be enabled / disabled.
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2 (+4,-2)
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mesh selection for armature movement ('like Pixar')
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Written by doncuan the 8 Nov 08 at 21:42. Category: Animation. New
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See the bomba rig at blenderartists.org at the following URL:
http://blenderartists.org/forum/showthread.php?t=128607&highlight=bomb+rig
this script allows the selection of the mesh rather than finding armature bones (title of thread is animation like Pixar). This is a much cleaner way to control a rig and more intuitive. Would be nice as an option for armature control.
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2 (+2,-0)
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Specify number of frames used in an action
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Written by doncuan the 9 Sep 08 at 22:33. Category: Animation. New
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I would like to see the ability within the NLA / action editor to specify which frames are used for the action.
This would allow only part of the action to be used rather than the full action.
This is particularly for walk cycles - the current easiest way to have a symmetrical walk cycle is with the mirrored pose from the buffer, e.g.
set up frame 1
paste to buffer
add mirrored pose to frame 12
add original pose to frame 25
adjust distance offset to suit walkcycle, add details
the problem with this system is that when the cycle is repeated, frame 1 and frame 25 are the same and so there is a noticeable pause at that point in the animation.
The long-winded way around this is to go to frame 24, key everything, then delete all keys at frame 25.
It would be easier for the animator to just be able to tell the NLA that although the action is from frames 1-25, you only want to use 1-24 or whatever.
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1 (+2,-1)
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ability to add primitives
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Written by doncuan the 12 Oct 08 at 05:09. Category: Modelling. New
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rather than have to find objects from other files, I would like to have a more easily accessible object library so I can add my own primitive objects like suzanne, plane, cube etc.
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1 (+1,-0)
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Normal / displacement paint
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Written by doncuan the 24 Sep 08 at 20:34. Category: Modelling. New
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I would like to be able to use a sculpt-like mode for finished near-complete models without adding geometry.
The idea is to automatically generate a UV mapped displacement / normal map when entering this mode. Sculpt as normal but with more limited maximum displacement (i.e. to what a normal map allows). Blender paints on the maps automatically to approximate the sculpted details.
Custom brushes could be used or a clone tool to paint things like wrinkles, scales, folds, bumps.
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1 (+1,-0)
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easy to use corrective shape keys
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Written by doncuan the 18 Nov 08 at 03:31. Category: Modelling. New
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By that I mean something like pose mode but for a dynamic mesh edit - move the armature to new positions, if you don't like the deformation then edit the mesh directly. Blender should take the new shape and automatically key it so I don't have to muck around with the IPO editor. It should have the option to create a mirror key too. Then I can add muscle and joint movements in one go. The vertex groups should be connected to the shape keys so I can fix multiple joints at the same time and Blender will realise that the arm fix doesn't apply to the leg fix because they involve different bone vertex groups.
This is a slight evolution of the same idea by myself (added in vertex group comment)
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0 (+2,-2)
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New constraint for bones
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Written by doncuan the 14 May 08 at 10:55. Category: Animation. New
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Constraint which is similar to copy rotation but only applies to a certain range of motion of target (could just be a modification of copy rotation)
This is specifically to deal with motion of clavicle (collarbone) which could be in an arm IK chain. It should follow rotation but doesn't move much until the arm is rotated a certain extent
i.e. arm as abducted from side until about 35 degrees out from body. Clavicle does not move appreciably. From 35-120 degrees clavicle copies (about 50%) rotation of upper arm, then from 120-180 degrees arm moves independently.
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0 (+0,-0)
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automatic keying of corrective shapes
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Written by doncuan the 27 Aug 08 at 03:46. Category: Modelling. New
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For corrective shape keys to avoid deformation on joint movement.
A more user-friendly and intuitive method would be something like a pose mode with a mesh edit.
Individual bones can be moved and then the mesh altered to correct deformation. A new shape key would automatically be created and affected by the rotation of the same bone (plus mirror image for symmetrical meshes).
There should be no need to set up the drivers by hand. Blender would automatically set original bone rotation -> 0.0 on shape key, and fully rotated position -> 1.0.
Ideally multiple shapes could be entered for the same bone in the same plane of rotation and these blended together e.g. starting mesh -> 30 degrees transforms basis to shape A, 30-60 degrees transforms shape A to shape B, 60-90 transforms shape B to shape C.
Also ideally multiple planes could be set to drive one shape key, e.g. bone is moved to new position and shape key set, if the new position involved both x and y rotation blender will set up the driver to include.
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-5 (+0,-5)
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Goal directed animation
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Written by doncuan the 6 Jul 08 at 21:29. Category: Animation. New
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just another way of achieving the same thing, maybe an easier way in some instances - ability to select an item, choose a start and and end, a start frame and a finish frame, and have blender keyframe / stick it on an IPO curve automatically.
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-6 (+1,-7)
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Direction armature
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Written by doncuan the 15 Aug 08 at 06:21. Category: Animation. New
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A new kind of armature bone (with an arrow on the end?) which tells blender which direction an armature will go on a path. Can be rotated but independent of rest of armature.
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