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    <title><![CDATA[Most popular ideas this week]]></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[[107] multi-thread everything]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/102/</link>
      <description><![CDATA[multi-threaded fluid simulation<br />multi-threaded cloth simulation<br />multi-threaded preview render<br />multi-threaded playblast render<br /><br />another nice update for the preview renderer would be (as seen in modo) to render like a progressive jpeg.  so the longer you wait the clearer the render gets. this lets you have preview open all the time on a seperate view and constantly see your changes<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/102/</guid>
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    <item>
      <title><![CDATA[[43] Clear location/rotation/scale on a specific axis (in edit mode as well)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/18/</link>
      <description><![CDATA[Especially when working with mirror modifier, it'd be great to be able to quickly set a location of a vertex to zero with a certain axis (usually x) when working with center vertices. This can be done with the n-menu (transform properties) but it requires using the mouse and it's not a single function (not fast, not hotkey, a menu).<br /><br />Also sometimes you might want to clear the rotation or the scale on a certain axis only.<br /><br />In edit mode it'd work in the object's local co-ordinates, I believe (rotation and scale are probably unusable, unless you count face normals, and that's only for the rotation angle of a face).<br /><br />It'd work like this:<br /><br />press alt+g <br />--><br />menu item 1: clear location<br />menu item 2. clear loc X (would be toggled with XKey)<br />menu item 3. clear loc Y (would be toggled with YKey)<br />menu item 4. clear loc Z (would be toggled with ZKey)<br /><br />Same with rotation and scale. <br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/18/</guid>
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    <item>
      <title><![CDATA[[42] 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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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/315/</guid>
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    <item>
      <title><![CDATA[[32] Center for all objects]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/54/</link>
      <description><![CDATA[The 'center' buttons only work for some object types (just meshes?). It would be useful if this function could be extended to all types of object.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/54/</guid>
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      <title><![CDATA[[23] Stencil/Drill Tool - Exrude and Bevel Tool]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/237/</link>
      <description><![CDATA[Stencil/Drill Tool<br />We all know the problems Blender has with booleans, since I hear they are updating that with the coming of BMesh, I'd like to suggest a stencil/ drill tool that would be similar to the ones many other 3D/animation applications have.  It could operate much like the current retopo tool but would allow a direct "drawing" of vertices/polys into the given mesh.  Anyone familiar with the Lightwave version of this tool should understand the methodology.<br /><br />Extrude and Bevel Tool<br />The bevel modifier does not allow enough control on complicated objects and the current Bevel script has a tendency to complicate topography.  <br />A bevel tool with an extrude option is needed in Blender (it would be nice to be able to define the angle at which the extrude would take place relative to the viewport by using the ctrl+middle mouse button).  The bevel tool should give options on whether or not the creation of tris is acceptable.  Also being able to make multiple bevels in a single step to create a "crown molding" effect would be quite useful.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/237/</guid>
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      <title><![CDATA[[22] IK target snap back]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/83/</link>
      <description><![CDATA[it would be very helpful if there were the option to always make IK targets snap back to the bone they are attached too after moving them. maya has this option.<br /><br />it doesn't seem like this would be hard to add (but i have no clue about the ik code)? just solve the IK and if the IK target isn't positioned on the bone anymore after the mouse button gets released then set its position back to the bone? it should be an option.<br /><br />edit:<br />the new "limit distance" contraint is very overcomplicated for this purpose. you need a helper bone to prevent cyclic dependency problems and it's very fiddly to set the right distance.<br /><br />why not have a simple checkbox in the IK solver constraint for enabling a snap back like described?<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/83/</guid>
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    <item>
      <title><![CDATA[[22] Easy Delete Materials and Textures]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/361/</link>
      <description><![CDATA[We need to press too many buttons + save and reopen file for deleting materials and textures from the Blender scene. Simple Delete action should be enough, the rest should do Blender automatically.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/361/</guid>
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    <item>
      <title><![CDATA[[21] Render Images Bigger Than 10,000 x 10,000 px]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/289/</link>
      <description><![CDATA[I was working on a 6 foot x 2 foot outdoor banner at @ 150 DPI. When it came to render it I found that Blender GUI refused any width above 10,000 pixels. This was really annoying as I needed 10,800 pixels. It seems 10,000 is an arbitrary number and a false limitation. Other art packages allow much larger PNGs. I think this should be an easy feature to add but it would make a big difference to those working with print. Being able to render to tiles  would also be a great feature for making images larger than file formats will allow. e.g. user sets rows and columns in the render options.   <br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/289/</guid>
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    <item>
      <title><![CDATA[[21] Mesh Emiters!]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/308/</link>
      <description><![CDATA[Mesh lights would be a really great addition to the blender internall. I know it is possible because I saw some time ago at graphicall test builds with this options.<br />Link to this build:<br />http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=510<br /><br />Mesh lights with indirect ray bouncing(even single bounce) would be a comparable to Global Ilumination! <br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/308/</guid>
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    <item>
      <title><![CDATA[[18] toggle armature visibility for rendering]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/281/</link>
      <description><![CDATA[toggle armature visibility for rendering. <br /><br />For those who just want to show their character and the armature in their animations. <br /><br />Without extra work such as: modeling custom bones and childing them to the real bones of the armature.(specially if there is   a couple hundred bones)<br /><br />this would be nice if the same were done also for empties and lattices.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/281/</guid>
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    <item>
      <title><![CDATA[[13] Composition: 'Law-of-thirds' grid in Camera View.]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/295/</link>
      <description><![CDATA[In cinema and photography the law of thirds has always been an effective method of composing shots to make the most of representing a 3D space using a 2D medium. However, with a physical camera it is a lot quicker and easier to line up a shot according to four imaginary grid-lines even without a tripod than it is using a combination of view-ports in software applications, tweaking camera position and rotation to get the most out of focusing on multiple elements of a scene.<br /><br />The first part of my idea is the inclusion of an optional grid, separating the screen vertically and horizontally into thirds using four grid lines.<br /><br />The second part is that those grid intersections could be used to quickly set up the composition of shots. Any of those four intersections could be parented to an empty (which in turn would be parented to an element of the scene). This means that the camera would be able to track something off-centre while you simply focus on getting something else in shot and lined up at the other side of the screen.<br /><br />In my opinion this would speed up efforts to compose shots with the ability to fit multiple objects into the frame organically.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/295/</guid>
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    <item>
      <title><![CDATA[[13] Node Templates]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/327/</link>
      <description><![CDATA[I can never figure nodes out and this could help. Not sure how effective this idea would be, but I have a suspicion that node pros use the same formula for success every time.<br /><br />*Idea acquired from python templates<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/327/</guid>
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    <item>
      <title><![CDATA[[12] Particle Hair Rendering properties being controlled by uv textures]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/428/</link>
      <description><![CDATA[Hi,basically what I propose is simply use a 2d uv texture to control how particles strand primitives get rendered over the emitter object.<br />Strand primitives have tip size,root size(the start and end parameters on  materials)and width fade and some others too.<br />That properties,if controlled locally(for every strand),could help a lot in improving rendering quality and optimizing memory usage.<br />A common use could be making short fur little(and more sharp),and long fur bigger(and soften)simply texturing start/end and width fade.<br />As it now I simply don't know how to do this behaviour.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/428/</guid>
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      <title><![CDATA[[11] Dynamic Bone (constraint)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/453/</link>
      <description><![CDATA[<br />I'd like a 'Dynamic' constraint, usually to be applied on bones. It is a 'fake soft body'.<br /><br />The constraint would just make the bone tend to stay in its position (inertia), accelerating to reach its new position, then oscillating after reaching it (as if the bone had a rubber joint).<br /><br />Better to explain with images:<br /><br />http://www.moscafilms.com.br/emilioleroux/blender/dynamicbone.mov<br /><br /><br />On its simpler form, the constraint would not need a target. Just:<br /><br />STIFNESS -how stiff the bone acts. How quick or how lagged it will spring to the target rotation<br /><br />DAMPING - the tendency to stop oscillation more quickly. (A theorethic damping of 0% would make things oscillate forever in real life. That's why cars have dampers)<br /><br /><br />It would be incremented by other options:<br /><br />DRAG - something like 'air density', which would make the motion be slower, like underwater -or undersyrup-, without messing with physics.<br /><br />GRAVITY - an additional value that would try to pull dynamic bones to the world's 'down' axis.<br /><br /><br />With the advent of pyConstraints, I grew excited and started the project, but now I see I am both new to python and blender, and also my math is very poor. I am willing to work on it, tho, but I need help (or, more honestly speaking, i could help someone).<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/453/</guid>
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    <item>
      <title><![CDATA[[8] Add Material to Object without creating a new Material]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/544/</link>
      <description><![CDATA[Do you know this? You have an object and e.g. "MA: metal" assigned to it. You have a few polygons that should have the eg. "MA: mirror" material assigned, which you already created. Now you add another material, "MA: metal.001" is created automatically.<br /><br />Why not only leaving it empty, for the user to asign a material, like when you delete a material with "delete link to this datablock". There is still an unassigned material in the editing buttons (F9) "Link and Materials".<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/544/</guid>
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      <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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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/479/</guid>
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      <title><![CDATA[[5] Curve field enhancements]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/566/</link>
      <description><![CDATA[I consider the curve field to be one of the more useful fields. It allows particles to be guided easily and without the complexity of a lattice. Also, additional particle motion control is also available through the use of the various hair controls (braid, curl, radial etc.).<br /><br />Additional features that could take curve fields to another level:<br /> <br />1. A strength slider to increase and decrease the field effect on the particle system's motion.<br /><br />No method currently exists to adjust the strength of the pull/push of the curve field. Its difficult to adjust timing with the current system. And a strength control would unify its method of functionality in tune with the other existing fields. All other fields have a strength setting why not the curve field? <br /><br />2. A curve force along the whole length of the curve and not just from the starting point. Another way to describe it is that particles would be pulled along the whole length of the curve not just from the starting point. A good solution is that each point on the curve acts as a pulling/pushing force. This should be an option and able to be turned on/off.<br /><br />Current usage of the curve field is limited to essentially a path for particles to follow. This could be expanded upon if each point could act with the same push/pull effect and drawing particles in along the entire length of the curve. That way simulating more controllable fluids, smoke, sand, etc. would be a lot easier to accomplish.<br /><br />3. Tapering of the particles along the path. This could be adjustable via the curve handles. <br /><br />No method currently exists to control the shape of the particles traveling along the path. In the example of the tornado it would have been beneficial to have the particles deform in shape while following along the path.<br /><br />4. Option to slow particle motion around bends. With a strength slider to control the dampening.<br /><br />When attempting to simulate an effect generally you are trying to simulate it in a physically accurate way. With that in mind things like fluid, lava, etc have different motion when flowing around curves. The current curve force lacks the ability to simulate this effect.<br /><br />See Blenderartists thread for a look into my experiments: http://blenderartists.org/forum/showthread.php?p=1166671#post1166671<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/566/</guid>
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      <title><![CDATA[[5] Real particle collision!]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/687/</link>
      <description><![CDATA[I whant particles to collidate as real as meshes with the bullet-physics.<br />Would be very usefull for some special-effects works!<br />So emitted "balls" would roll with real phyiscs-collision!<br /><br />greets,<br />daFassi<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/687/</guid>
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      <title><![CDATA[[5] Blender Color Picker is just not good enough... untill today!]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/690/</link>
      <description><![CDATA[http://www.seanjmacisaac.com/misc/Blender/colorpicker.jpg<br /><br />Here is the new color picker that I designed, now all we need is a brave programmer to make it a reality!<br /><br />If you think it can make it even better, share it!<br /><br /><br />
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<a href="http://www.blender.org/forum/viewtopic.php?t=1487"> Blender.org thread #1487</a>
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/690/</guid>
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      <title><![CDATA[[5] Custom highlight shape for lamps]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/694/</link>
      <description><![CDATA[By default every lamp gives a circular (infinite point) highlight. You should be able to use custom shapes to be used as the highlight.<br /><br />The way I can see this being implemented:<br />- Set the scale of the highlight shape similar to how the arealight now sets its area size.<br />- Just like the earea light make a pulldown menu with the available shapes, point (default), round, square, rectangular, custom<br />- When you select custom you can input the name of an object. This can be a (flat) curve object, polygon object, etc. This wil display the custom shape at the origin of the lamp, similar to the custom draw type for the armature/bone system.<br />- At the lamp texture and input tab you get an extra mapping option next to Global, View and Object, you also get Highlight. This wil simply project planar on the custom highlight shape.<br /><br />I understand that this might not be easy to implement as the existing specular and diffuse shaders assume round highlights. You also neet to take into account the distance op the lamp to the object in order focus/defocus the custom highlight shape.<br /><br />A feature like this could greatly increase realism I think. This would also make make rim lighting (with lamps, not the ramp shader) much easier.<br /><br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/694/</guid>
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