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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, 29-Aug-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 29-Aug-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[34] Select target by clicking instead of writing]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/315/</link>
      <description><![CDATA[In several modifiers, constraints etc. you can select object they're affected by (for example Armature, MeshDeform, Mirror and Lattice). It would be more natural to click into that textbox and then click on the object you want to select.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/315/</guid>
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    <item>
      <title><![CDATA[[14] Scale individual centers for separate regions]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/277/</link>
      <description><![CDATA[The "pivot individual centers" works fine for individual separate faces, but very weirdly for bigger regions. The understandible way would be to find all islands (this applies for edge/vertex select mode also) and transform them individually.<br />It would also fix <a href='http://www.blenderstorm.org/qapoll/ideas/idea/72/'>this request</a>.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/277/</guid>
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    <item>
      <title><![CDATA[[13] Show progress of every simulation]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/318/</link>
      <description><![CDATA[When you bake fluids, in the top menu there shows a progress bar. But this doesn't happen for any other simulation/calculation.<br /><br />What I can think off this applies to: cloth, particles, decimate, boolean, unwrap for very complex meshes, render baking, softbodies, compositing nodes<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/318/</guid>
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    <item>
      <title><![CDATA[[10] Multires smoothing UVs]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/316/</link>
      <description><![CDATA[Multires should (optionally) smooth UVs also. Subsurf handles the smoothing perfectly, so where's the problem?<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/316/</guid>
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    <item>
      <title><![CDATA[[7] Texture affecting IOR]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/317/</link>
      <description><![CDATA[I know it's impossible to have this feature physically correct, but it could be used for some tricky work-arounds.<br />An example could be making hot air effect using a lot of raytransparent planes with circular IOR texture.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/317/</guid>
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    <item>
      <title><![CDATA[[5] Adjustable Octree Region]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/276/</link>
      <description><![CDATA[Large free space in the scene slows down raytrace rendering a lot. When I have some objects far in the background, to avoid this slowdown I have to set all their materials as not traceable. When I forget just one tiny object it has the same impact.<br /><br />The most convenient solution would be to select a box within raytracing works and outside of it doesn't work.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/276/</guid>
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    <item>
      <title><![CDATA[[4] new sculpt tool: subdivide]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/577/</link>
      <description><![CDATA[Sometimes, when sculpting, you are missing vertices in a little part of your mesh, but the others are much less detailed. It would be very convenient to have a tool that simply would add vertices randomly into the surface under brush.<br /><br />How I imagine it: when you start dragging mouse above an area, blender would save the current mesh. Then, while you hold down left key, it would intelligently place increasing count of vertices across surface under the brush, not caring about the original topology at all. <br /><br />It would produce very messy topology, but that doesn't usually matter when sculpting, as many people use sculpt mode just to create a model for Retopo.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/577/</guid>
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    <item>
      <title><![CDATA[[4] perspective-like UV calculation for quads]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/579/</link>
      <description><![CDATA[When you project a photo into 3D (ie. using UVProject), you may notice that the photo gets deformed.<br /><br />If you don't understand the problem, see this example: I want to map a chess board texture from a photo (<a href='http://img242.imageshack.us/img242/7794/chessboardms9.jpg'>example</a>) onto one square face. Using UV projection I get <a href='http://img364.imageshack.us/img364/3474/blenderme8.png'>this image</a><br />The correct perspective transformation can be achieved in gimp, but not very comfortably: <a href='http://img384.imageshack.us/img384/5928/gimpne4.png'>image</a><br />(A solution within blender is to subdivide the face many times)<br /><br />The problem happens because blender calculates UV based on tris, not quads. I don't think that it's more CPU consumptive to use a quad-based interpolation. If so, it could be optionally turned off.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/579/</guid>
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    <item>
      <title><![CDATA[[4] Linking images and web pages to blenderstorm ideas]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/588/</link>
      <description><![CDATA[It's much easier to explain an idea using images.<br /><br />Blenderstorm doesn't understand it. It's possible to insert a <a href='http://en.wikipedia.org/wiki/Web_link'>web link</a> by hand, but &lt;img&gt; tags just don't show. I would expect just some simple UI for HTML noobs.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/588/</guid>
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    <item>
      <title><![CDATA[[2] Select edge loop from one vertex to another]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/573/</link>
      <description><![CDATA[It happens really often that you need to select just a part of an edge loop. Blender has currently two ways how to do it:<br /><br />*Select the whole loop and manually deselect everything you don't want<br />*Select Vertex Path function. That's actually doing the job well, but it's not comfortable to use. And it doesn't support adding to current selection.<br /><br />What I'd love to see is a interactive function that lets me select one vertex (not depending on current selection and Selection Mode) and drag mouse to another one, with realtime visualisation of the selected loop.<br /><br />Is it that hard in comparison to usefulness?<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/573/</guid>
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    <item>
      <title><![CDATA[[1] keep the curve shape when deleting a segment]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/575/</link>
      <description><![CDATA[When I delete a bezier curve point, it should affect the neighboring two so that the curve keeps its shape. In Inkscape this works perfectly, so why not in blender?<br /><br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/575/</guid>
    </item>


    <item>
      <title><![CDATA[[1] splitting Context switches into more rows]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/574/</link>
      <description><![CDATA[I think that it's much better to have buttons window aligned vertically. A problem of such layout is that the context icons (in buttons window) don't display well.<br /><br />It could be solved easily by letting the icons split into multiple rows - see <a href='http://img246.imageshack.us/img246/6280/vertpanelxw0.png'>image</a>.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/574/</guid>
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    <item>
      <title><![CDATA[[0] Opening images via http protocol]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/415/</link>
      <description><![CDATA[When I want to use an image (usually a blueprint or a background) from the web I have to download it to my disk and then find it in the Image browser again. It would be a bit easier just to give blender a link from the net - the image would be automatically downloaded and packed into the scene.<br />
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</description>
      <pubDate>Fri, 29-Aug-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/415/</guid>
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