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0 (+3,-3)
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Automatic Control maker
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Written by PavelSiska the 15 Aug 08 at 06:22. Category: Animation. New
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So you could select object, and choose in the tool menu...
Hey I want to control "translate" of this object, or-
I want to control "rotation" of this object, and imediately appers a controler object and his visual representation would be up to you (circle, square, cube, cross,..)
Or lets say , I want to control rotation of this object by rotation of another object...
That would definitely save a lot of time in rigging characters...
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5 (+5,-0)
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Confirmation when you choose "Save default settings"
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Written by Eldmannen the 13 Oct 08 at 02:38. Category: Interface. New
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I propose that you add so that Blender asks for confirmation when you choose "Save default settings" in the File menu.
I had opened someone else .blend file, and wanted to choose "Load factory settings" when I accidentally clicked on "Save default settings".
This caused problems for me, since it permanently changed my default workspace that I had configured as I wanted it.
So I propose that it ask for confirmation like "Do you really want to save these settings as the default settings?".
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-5 (+3,-8)
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Make the arrow cursor default for edit mode (instead of the cross cursor)
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Written by oogsnoepje the 8 Nov 08 at 12:19. Category: Interface. New
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When you switch to edit mode, the mouse cursor changes into a cross. This cross cursor comes from the cursor set that's installed natively on the operating system Blender runs on.
For Windows, this means that the cross cursor is XOR-ed onto the screen by default. Still, the cross cursor is tiny, and often hardly noticable when using a gray background color for the 3d view. Darker grays make it even worse.
On Linux, this can happen as well, but it depends on the cursor set being used.
Some users/developers(?) say you should just change the system cursor, but I think that's no good. One should not have to modify the operating system properties, just to be able to find back the mouse cursor in a program.
Others say that the cross cursor is needed for precision selection, but my stance on it is that the default arrow cursor is perfectly valid for doing precise selections, as you can always see what you're about to select. Unlike when using the cross cursor.
My idea here, is to change the edit mode cursor to an arrow, so people can actually see the cursor when they need to.
Not only I am having difficulties with it:
http://blenderartists.org/forum/showthread.php?t=124775
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10 (+13,-3)
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add custom primitives
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Written by RH2 the 20 Nov 08 at 19:32. Category: Tools. New
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A feature in Blender for those who want to add custom objects. ----through the Add menu, as a primitive----
Example: 1.trademark
2.logo
3.distinctive object (like Suzanne monkey head)
4.useful object
5.test material object
this would be very helpful. It is such a nice feature I'm not sure why blender does not already have it.
(If Blender already has this feature please make it more
visible, or spread the word.)
---And yes I already know about linking and appending.---
That is very useful; for large scenes, and complex objects.
But sometimes I want quick access to a simple object.
hopefully there would be ways to easily add objects through the Edit mode, and delete these new primitives through the
Add menu. or backup to a blender primitive folder in .blender
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11 (+12,-1)
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Proportional editing by vertices
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Written by dbobs the 13 Jun 08 at 21:09. Category: Tools. New
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When you enable proportional editing, you have two options:
1: normal prop. editing.
2: connected vertices.
Proportional editing allows you to edit the vertices within a sphere limit. Can this be extended allowing you to affect the vertices dependant on how many vertices are between them rather than distance?
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12 (+12,-0)
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LOD in viewport
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Written by dsp_418 the 13 Oct 08 at 15:21. Category: Interface. New
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What about a lod options to speed up the view port?
A low-res option would be a good solution with complex scenes...
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45 (+46,-1)
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Logic bricks -> Logic Nodes
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Written by _LsBlend the 8 Nov 08 at 21:54. Category: GameEngine. New
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instead of logic bricks, rewrite them using the same style as the material nodes editor
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43 (+43,-0)
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Unified painting interaction
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Written by LetterRip the 20 Nov 08 at 19:29. Category: Painting. New
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the sculpting tool has a number of nice ideas for interaction (scaling and intensity of the brush), usage of textures for brushes, and brush mirroring - it would be excellent if these ideas could be propagated to the rest of the painting tools.
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7 (+12,-5)
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Time varible node system
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Written by hishnash the 4 Jul 08 at 19:19. Category: Compositor. New
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In addition to the current node system it might be useful if one there to have a set of nodes which were aware of the x-axis location and have time_variable settings like one have for effects in the sequencer window, in fact on could completely replace the sequencer with time based nodes.
see http://matthaus.woolard.googlepages.com/blender_node
for more details
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11 (+14,-3)
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Per viewport and per object back-face culling
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Written by CorsairX the 13 Oct 08 at 02:13. Category: Interface. New
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The ability to do backface culling, especially on a per object basis, would be an very useful for interior modelling and for game-level editing. It would also help spot duplicate or inverted faces.
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7 (+7,-0)
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Path animation
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Written by Kirado the 12 Oct 08 at 18:22. Category: GameEngine. New
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It would be really helpful if path animation would also work in the game engine. eg. you animate the object along a path and get this to show up in the game engine by using an IPO actuator.
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22 (+25,-3)
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Ability to stick notes on nodes
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Written by musk the 18 Nov 08 at 22:38. Category: Interface. New
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It would be cool if we could stick notes onto nodes and groupnodes explaining what the intention for the node is.
The best analogy I can come up with is documenting methods in programming languages.
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8 (+10,-2)
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make more scriptlink data available
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Written by macouno the 9 Sep 08 at 22:26. Category: Scripting. New
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Basicly currently if you link a script to execute on "render", it can execute either before or after the render.
It would be great if you could also be executed after a "completed render", so it doesn't execute if you stop the render halfway through.
Also it would be lovely if you could make a distinction between an Animation and a Single frame render.
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4 (+5,-1)
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Re-render Portion (Region) of Project
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Written by RobertT the 6 Jul 08 at 06:03. Category: Rendering. New
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Blender presently has the ability to render a region of the entire render.
This is extremely helpful for preview/tweaking purposes as a project develops.
As a project approaches completion, there are times when small adjustments are made to an area of a project that would not merit a complete re-render.
For these times, I think it would be great if Blender could have this additional render option (possibly only for non-animated scenes):
The ability to re-render a portion of a scene and then to re-incorporate that re-rendered portion back into the previous render.
If render nodes are used, the reincorporated render could then be processed as normal, since it will occupy its own input render layer.
This, of course, would not be an option without issues, especially if objects or lights in a scene are relocated and then partially re-rendered.
Possible issues a user must consider before performing a partial re-render include: ray-tracing considerations (reflection/refraction), shadows (raytraced or not), radiosity solution, materials.
Once a user understands these potential issues, a determination could then be made as to whether or not a total re-render is necessary.
Thanks for considering this concept,
RobertT
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100 (+109,-9)
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True Ngon Support
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Written by bruceape the 20 Nov 08 at 19:27. Category: Modelling. In development
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True support for Ngons, allowing a much faster box modeling work flow for those who choose to use them. I can see possibilities of benefits for architectural modeling as well as organic modeling.
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11 (+15,-4)
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slidding UV points Stretch image
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Written by Ben the 20 Nov 08 at 13:33. Category: Tools. New
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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".
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12 (+12,-0)
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Proper rotoscoping splines
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Written by cet the 19 Nov 08 at 13:44. Category: Compositor. New
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The Bezier spline has one major limit for doing proper rotoscoping. The spline's points are not animateable except for if you add hooks to the points.. The problem with this is that the handles also follow the empty, thus cancelling the auto feature on the points.. It would be extremely handy if it was possible to either keep the "auto" feature on even if the points are hooked. Or maybe an entirely new spline-object, like "roto-spline" with the possebility of animating the points without using emties and the "hook feature"..
hope this was understandable... :p
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9 (+10,-1)
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Hovering Selection For Vertex, Edge and Face
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Written by johantri the 26 Oct 08 at 02:03. Category: Modelling. New
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this idea come from XSI modeling tools, it's simple. just hovering around your cursor and it will highlite the hotspot of vertex, edge or face.
it has several advantages :
1). increase your work speed (minimize the wrong selection even if you work on vertex, edge or face selection at the same time).
2). clean the interface (it remove the dots in vertex or face selection).
http://i125.photobucket.com/albums/p79/johantri/01_vertex.jpg
http://i125.photobucket.com/albums/p79/johantri/02_edge.jpg
http://i125.photobucket.com/albums/p79/johantri/03_face.jpg
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50 (+66,-16)
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Ability to change mind on votes
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Written by jesterKing the 13 Nov 08 at 23:28. Category: Blenderstorm. Feature Request approved
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It would be nice if one could correct a vote after it has been cast. Maybe clicking the right arrow in the first place went a bit wrong, now you voted for while you wanted to vote against. Or maybe an idea got improved with a very good Feature Request that explains it All.
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16 (+16,-0)
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Chance to import a Layer when you press SHIFT+F1
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Written by madman the 18 Nov 08 at 23:15. Category: Interface. New
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The title say everything... when you try to import in blender only can use :
- Camera
- Image
- Mesh
- Object
- Scene
- Text
- World
I think the option to import a layer is good. Many times I need to import all the objects, but select one by one take so long.
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