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    <title><![CDATA[Random ideas]]></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>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Sat, 05-Jul-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[13] Improved Memory Management in Python]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/44/</link>
      <description><![CDATA[Blender doesn't seem to get rid of memory used in Python scripts - either through Python's regular garbage-collection, or after a script has run.  This makes memory-intensive scripts difficult to run repeatedly.<br />
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      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/44/</guid>
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    <item>
      <title><![CDATA[[21] option to make POP UP DIALOGS less quick to leave!]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/254/</link>
      <description><![CDATA[howdy,<br /><br />i'd like an option so that the popup dialogs that come up a lot in blender are not so quick to disappear.<br /><br />a lot of times, i just move my mouse around because i'm working and because the cursor is now beyond the border of the dialog, it disappears!<br /><br />i have to sometimes activate a command again and again because the cursor drifts off and it makes blender feel "flakey".<br /><br />i don't want executing commands to be like a game where i have to make just the right moves....<br /><br />give me the option to have a dismiss 'x' button or even better, make it stay up until i select a valid option or 'cancel'.<br /><br /><br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/254/</guid>
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    <item>
      <title><![CDATA[[77] Raytracable Particles]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/85/</link>
      <description><![CDATA[It would be really great to be able to see particles/halo textures in raytraced reflections & through transparent materials.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/85/</guid>
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    <item>
      <title><![CDATA[[4] Option to disable right click moves cursor]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/357/</link>
      <description><![CDATA[Many users would prefer to keep the cursor centered and not moved by right clicking.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/357/</guid>
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    <item>
      <title><![CDATA[[9] Neutral vote for submitted ideas]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/343/</link>
      <description><![CDATA[Frequently there ideas that I don't care one way or the other on so voting up or down is not appropriate, however since I don't vote on it when I scan ideas the bright green and red arrows will call it to my attention again.<br /><br />This would also allow us to gauge the actual popularity of an idea better.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/343/</guid>
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    <item>
      <title><![CDATA[[14] Chance to import a Layer when you press SHIFT+F1]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/272/</link>
      <description><![CDATA[The title say everything... when you try to import in blender only can use :<br />- Camera<br />- Image<br />- Mesh<br />- Object<br />- Scene<br />- Text<br />- World<br /><br />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. <br />
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      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/272/</guid>
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    <item>
      <title><![CDATA[[35] Renderman Integration]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/192/</link>
      <description><![CDATA[Renderman is a well documented API with several, very good GPL as well as commercial standalone rendering systems available. It would be nice if Blender could talk with Renderman more eloquently complete with RM shader support, perhaps a "Renderman" tab could appear in the materials editor when a Renderman engine is selected.<br /><br />A lot of Blender->RM Shader support has already been spearheaded with RIBmosaic. I'd like to see RM more tightly integrated along side Blender Render and Yafray.<br /><br />The more options the better, and the fastest way to create those options would be Renderman integration.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/192/</guid>
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      <title><![CDATA[[15] full-screen (filesel, etc)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/43/</link>
      <description><![CDATA[I think that the file selector should pop up in a full-screen area, not unlike the way you can make renders pop up in the full-screen image viewer.  It seems that more often than not, especially when exporting to OBJ, my mouse is over the smallest area in my blender window, making the file selector hard to work with until I maximize that area. Then you have to restore it after choosing a file and setting export options.<br /><br />I bet some people would be against this, so adding it as an option under settings might be a good idea.  For python, perhaps the ability to make an area go full-screen before executing a script and then having the areas restored afterwards?<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/43/</guid>
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    <item>
      <title><![CDATA[[-8] Option for Autoshutdown Computer After Rendering]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/240/</link>
      <description><![CDATA[Now is 2 am, you've just finished your project but not rendered yet. Enables the autoshutdown feature, starts the render, turns off your monitor and you can sleep in peace.<br /><br />Of course it should can be combined with Batch Rendering feature.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/240/</guid>
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      <title><![CDATA[[16] 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>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/83/</guid>
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    <item>
      <title><![CDATA[[77] mouse hauling outside of screen]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/171/</link>
      <description><![CDATA[currently, if you do transformations in blender you get stopped if the mouse cursor reaches the border of the screen. most other 3d applications i know allow to continue outside of the screen. this would be nice in blender too!<br /><br />continuously having to readjust the view and restarting the transformation can be a bit annoying if you want to move something rather far (or if you do fine movement with shift) for example.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/171/</guid>
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    <item>
      <title><![CDATA[[2] Easier billboards.]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/420/</link>
      <description><![CDATA[Currently in 2.46, to display particle as instances of a billboard, one needs to assign a texture to the source material.<br /><br />Would it be possible to directly access to this from the particles panel, via an "IM:" selector in the "visualization" tab ?<br /><br />By the way, this new system is a real improvement. Thanks to the developers !<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/420/</guid>
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    <item>
      <title><![CDATA[[2] Dupli Modifier]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/489/</link>
      <description><![CDATA[Although DupliVerts/Faces/Grops are powerful tools, they lack some more control that would be desired sometimes. Now, you can only affect all objects that are duplicated in the same way, so the result is always the same object.<br /><br />I would like to propose the creation of Dupli Modifier. This might help to move it from Anim Setting tab to the modifier stack, which I think is a better place for Dupli-things, used mainly as modelling tool. But still the main improvement would be adding more control and variation to the result.<br /><br />Firstly, the basic function should remain the same. The "Track" and "Up" buttons should be copied, and if only one object will be duplicated, it will work like Duplis we know now.<br /><br />Secondly, the user will be able to duplicate multiple objects. The total number of duplicates will be based on number of vertices/faces the parent object (the one that has the modifier assigned) has. The number of objects should not be limited, so they will be listed in a list (the "Objects" column). The distribution of them will be random, user only specifies the probability (or percentage) that the object will appear. For more objects, this percentage could be probably adjusted by Blender, so the sum of all percentages is always 100, or leave it free to have some vertices/faces blank. For each object, rotation variation could be defined and also the Tracking and Up axis. Either constant ("Const" button, having it on would equal current behaviour when the objects aren't rotated, turning it on would rotate duplicated objects according to normal) or random ("Random" button, making is useful to duplicate objects that could be rotated, e.g. rocks) might be possible. This is per object setting, so it could be possible to have one type of object uniformly rotated and another randomly. The small blank button next to object name is selector, to distinguish between object settings when more objects were added.<br /><br />Thirdly, the modifier should enable mixing duplicated objects with different materials. The number of objects should be independent. It is possible to try to duplicate object with multimaterial assigned, so an option to preserve assigned material for object might be handy (the "Mat" button).<br /><br />The "Seed" field is for distribution and random rotations. The "Make Real" button will determine the result of modifier. After applying this modifier, the user might get different results. If "Make Real" was not pressed, it will generate a new single mesh with correctly assigned materials and (possibly) vertex groups based on duplicated objects. If the "Make Real" was pressed, then the result should be linked separate objects, each with correct material (this could need changing the assignment of material to object rather than mesh) and local rotation.<br /><br />Possible problems: Current limit for multimaterials is 16, which might be very limiting for this modifier. Instancing might be also problem.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/489/</guid>
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    <item>
      <title><![CDATA[[22] Edit curves for multiple selected bones/Object in IPO Editor.]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/69/</link>
      <description><![CDATA[Maya does it, 3Ds max does it, XSI does it. Why ? Because it just works better than going to NLA editor and move dots around. You can skip alot of going back and forth from IPO to the NLA by having it all in the IPO Editor.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/69/</guid>
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      <title><![CDATA[[37] Normals painting]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/47/</link>
      <description><![CDATA[What I think of is a sort of a mix between painting a UV map and using the sculpt tool.<br />It might be less computer-intensive to have some tools in the image editor that would mimick the sculpt brushes when editing a normal map.<br />This would be used like "sculpt" while keeping a small number of faces.<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/47/</guid>
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    <item>
      <title><![CDATA[[-10] Advance(d) Scripts Menu's]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/19/</link>
      <description><![CDATA[paste the link into your browser for the mock up new menu<br />http://blenderscripts.googlepages.com/blenderscriptmenu%27s<br />A mock up of a greatly expanded Python Scripts Menu to better reflect tools & their categories. <br />To provide Blender users with a more defined list of functions callable via python.<br />my comments.<br /> These Categories can easily be filled with existing scripts & functions.<br />As Blender gains more functions, more consistent definition of  functions is needed.<br />With many scripts falling into similar categories it can be confusing to find the right tool for the job.<br />Many current bundled scripts are in probably the wrong category.<br />If defined better than my mock up, other functions could be called from these menus also.<br />So it could serve as a proxy or test Blender Function menu also.<br />Additions, Subtractions, Comments, Ideas, are all most welcome.<br />thanks,<br />Brendon.<br />
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      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/19/</guid>
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      <title><![CDATA[[1] Report Spam Button For Useless Comments]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/503/</link>
      <description><![CDATA[In many areas of Blenderstorm, there are random spam comments, that waste space and bandwidth of both the server and visitor.<br /><br />Example: (the first comment)<br />http://www.blenderstorm.org/qapoll/ideas/idea/59/<br /><br />I would suggest adding a button to report these spam comments.<br />
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      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/503/</guid>
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      <title><![CDATA[[10] NURBS importing]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/217/</link>
      <description><![CDATA[i don't want blender to be NURBS modeller, Rhino does the job. <br />BUT i would love to see Blender beeing able to import step or at least iges. I'm product designer so i often have to export and mesh my models to bring them in blender. It is annoying and and very often it causes doubled vertices on mirrored and revolved objects.<br /><br />Maya does an excellent job on that (Direct Connect is awesome!)<br />
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      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/217/</guid>
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      <title><![CDATA[[16] Rotate/scale/extrude along indididual centers/normals for everything]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/278/</link>
      <description><![CDATA[Imagine how rotating/scaling by individual centers works for faces right now.<br /><br />Now I suggest applying this behaviour to edges/vertices as well. I'm pretty sure this has come up elsewhere already, but I really can't find it.<br /><br />Also: Using the individual normal of each face/edge/vertex for extruding can only improve modelling.<br /><br />Related ideas:<br />Scale individual centers for separate regions<br />http://www.blenderstorm.org/qapoll/ideas/idea/277/<br /><br />Offset Tool (and modifier)<br />http://www.blenderstorm.org/qapoll/ideas/idea/273/<br />
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</description>
      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/278/</guid>
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      <title><![CDATA[[10] External Renderer preview in preview window]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/81/</link>
      <description><![CDATA[Would it be easy to get an accurate material preview in the preview window when using Yafray as the renderer?  It would be helpful, but I don't know how difficult it would be to implement this.<br />
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      <pubDate>Sat, 05-Jul-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/81/</guid>
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