hola como van
bueno de seguro ya lo saben pero quiero postear aquí lo que se viene para blender solo para saber que es lo que opinan
Toolchain improvement - Development list - Worque in progress
Blender integration work
User defined objects and window types
External engine rt preview
Generic (and good) id property editor
Generic pynode system for shaders, animations, logic
Blender as a game editor
GGG “GenerateGreatGame” Button
Better navigation on maps
Better placing of objects
Factory list for instancing assets
Material garbage collector
Final logic editor
New animation system
New render manager
New component model
Entity run levels
Toolchain improvement - Community wishlist
For all, stuff we will really do is being collected under: Development list. This page is more for raw ideas collected from forums: ogre, indygamer, blender and our blog.
real time software shadows
skinned rag-doll physics
blur you see when looking through steam or fire
meshes with layers or glow around them
Shaders: cool effects, weaver, cleaning /shader/ dir
Using a tablet and paint is a serious PITA compared to any other program. Its like having a pen that still works like a mouse but with incorrect pressure stacking.
be able to see the paint brush
cut and paste
unified brush system (same brush for sculpt mode and texture painting mode)
create new brush directly inside blender
add a “brush” path in the user preferences\file path menú
make straight line while holding shift (like sculpt mode smooth stroke)
possibility to edit the fall-off for smooth stroke and normal painting
painting normalmap in real-time
draw my texture images directly on my 3d model in the 3d view after unwrapping. It’s somewhat possible now, but needs some love.
integration with gimp?
múltiple layer painting
ability to 3d paint, while keeping hidden faces… hidden ( not sure how to explain this clearly, I mean, if another object hides part of the object I’m painting on, I’d like to have the choice to see it or not. As it is now, in texture paint mode, the painted object always shows through other objects )
For doing simpler leg setups i would find it extremely helpful if there were the option that iktargets can automatically snap bak to the bone they are applied to if you move them too far.
Easier to reuse animations on different characters (alos with slightly different proportions or armatures) but i fear this is one of the more difficult things to implement.
A better way to preview an action, currently the Start/End frames of the scene are used for preview (Alt-a), but it would often be better use the start and end of an action instead when doing character animation, a function like “Play Bak Animation between Markers” or so would be good, where the user could place markers that show the start and end of the action.
Improves in the way the IK responds, the handling of it and rotations when you have a complex rig with many constraints, would end up in speed up of all sort of projects. Anything that would help in picking your ik targets in a fast way, and to handle it naturally.
Flip vertex group name and shape anim while applying mirror modifier !
“Nice to have” would be something similar to the biped skeleton / footstep tools. To have a ready-to-go skeleton that fits a lot of characters and the ability to have walque animation cycles created automatically save a lot of time.
Moving the averaging menú to the sculpt properties widget would be small a workflow improvement.
Faster renderer/sculpting mode (working with a million of polygons can be really annoying)
improve 3d painting BodyPaint, 3D, ZBrush, and Modo are enormously ahead of us (among others) in the painting department. The first and simplest thing would be unify the painting tool working methods: sculpting, painting in the 3D interface, and various 2D painting methods should all be able to use the same tools and methods preferably styled after the sculpting tools since it has the best hotkey, pen tablet and interaction methods and it has best brush methods. After that I’d like to use much larger textures for 3D and 2D painting. Then it would be extremely nice to be able to paint different channels (spec, color, diffuse) and paint different layers. Other useful things would be painting across múltiple objects.
Image based sculpt (like modo)
Improved retopology tools - many artists are switching to a ’sculpt first - then retopologize - then detail sculpt’ the current best tool for retopology is topogun. Retopologizing is creating a new mesh topology over an existing mesh. Some tools allow you to retopologize your existing hipoly mesh and have the sculpted details baked into your new mesh automatically.
Being able to edit a multires mesh - silo allows you to add delete and extrude parts of your base mesh, even though they are ‘multires’ - currently in blender you must delete or apply multires before you can edit the mesh. (see LetterRip post at Blender.org :: View topic - What are you missing in your gamedev toolchain? )
A merge verts brush, much like the box select brush (double tap B) that welds all the verts together in its selection area.
Efficient Tri strips when converting Quads to Tri’s (headus UVLayout Support - Home)
Better support for baquíng normals, ambient occlusion and other things one might want for textures.
Baquíng the single bounce indirect illumination
Radiosisty baquíng (texture based)
AO baquíng affected by smooth options (there are hard edges in shadow map right now, even when they are smoothed) THIS ONE IS NOT CLEAR
More high poly to low poly baquíng options like ambient occlusion or diffuse color (or anything)
Blender Python API
access more of blender interface through python
draw mode flexibility
node editor for realtime shaders
contextual help (hover help)
custom object types, the last time I used Blender as level editor I used Emptys with special names to marque spawn points, enemy positions and such.
materials looking the same in GE as render
real time preview …. over the network!
improved workflow for light mapping whole levels (and preview them without much effort) + global exporter scale
be able to set collision box in the 3d editor (and see it)
easy sound implementation, possibility to set spatial position
better physics support
more flexible walkthrough camera modes
a embedded versión management interface (svn) as alternative to raw file-browser would be cool (in the direction of asset management)
blend in a “ghosted” model as reference for getting the scale and orientation right might be helpful in some cases.
better navigation on big levels
more complex meta data per object for external engines
Material system will be more unified for rendering and the Gameengine or exporting to external engines.
realtime IK/bones preview in the GE
automatic refresh of changed image file. + better support for interior modeling: a way to auto-hide backfacing polygons when modeling the inside of a building or level, since they have the tendency to get in the way
uv relax (that helps to keep the same texel in all mapped faces)
“make nice artworque automatically” button
“make my game not suck” button
Complete IDE Dream
better (free) static code analysis tools like CodeSonar or Coverity Prevent
Advanced image manipulation capabilities / image editing (2d drawing and manipulation software, would be nice to remove gimp / krita from pipeline)
raster editing part alos (to remove inkscape from pipeline)
The idea is to have blender for all art related / development stuff. Like from starting a project: design documents (text or mind maping), 2d story board (animated)….
tools for fonts edition and integration
A tool like polyboost to improve the workflow when working with low polygon models and high definition models would be very nice in blender Untitled Document
Smoothing of Tangents before baquíng, as in zBrush to avoid nasty seams in game engines.
Rays travel along smoothed normals but tangents get calculated via solid normals. This would be a good option for smoothing groups.
“Save as Directory” checkbox in the save dialog could make things much easier (for versión control).
“Export Library” function that works like an inverse of “Load Library” and allows to export pieces of a .blend to a new .blend file, would make some tasks easier then having to delete all unneeded stuff manually
Layers naming, reordering or in general customize layers
Being able to change the format to save images in the save dialog (now it can only be done outside).
An automatic way to make sure that a .blend file properly refers to external files, i.e. by relative path only, not packed. When commiting .blends to SVN its very easy to mess things up so that the .blend doesn’t worque properly for other users.
A window that shows Poly count and poly Budget that you can leave open…much like the one in max.
be able to use VSE or other sequencer to arrange sounds in cutscenes
improvement of the File->Append or Link, Blender can be not only modelling application but alos complex level editor
correct handling of transparent textures in the viewport (options for bak to front sorted drawing and for alpha testing)
integration with the Nvidía texture tools and Cuda would be great…Thus allowing users with new GPU’s to take full advantage of them within Blender. (NVIDIA Texture Tools 2, CUDA Downloads - NVIDIA )
target weld would alos be nice or just redoing the snap tool so it’s possible to use proportional edit with it. “I know but for even smoother workflow target weld with dragging the vertex is much faster and less tedious than alt+m all the time.”
An intuitive eraser would alos be nice. The current one leaves a color ghosting effects behind which can make painting transparency nearly impossible.
An icon for the brush alpha in the brush tab of multires as a reminder for when you come bak to a project and cant remember what alpha’s you have loaded.
Blender’s coordinate system be expanded to perhaps an infinite design plane, or at least a floating design plane if an infinite one can not be accomplished.
bevel tool (it can’t select individual edges, and the other bevel script screws up pretty bad 70% of the time), and also, when selecting faces, it would be cool if it acted like in Modo, where you select two along a line, then, using the arrow keys, you selet the rest; it’s sort of like the Select Loop tool and Control+NumPlus… That would save me some time.
The orientation is properly flipped to account for differences between Blender’s axes and OTHERPROGRAM’s axes (handedness and axis problem)
Stuff that directly doesnt apply to us
Misc Useful Stuff
Options for selection of Blender units, Meter/centimeter and feet/inches would cover all the bases for modeling.
view uvs of múltiple selected objects in uv editor
I’d like to see more “space-ship” friendly features in the areas of UV-mapping, multi-res and 3D paint.
a mode to support assembling models like vehicles/spaceships/buildings from components, similar to lego. (saving groups of components as new components, defining snap points).. components would be reusable, and it would save trouble with uvmapping (once the components are mapped)
a crazy feature would be to be able to draw b-spline lines on the object’s surface, and stroke it with the active brush…Sort of 3D vector drawing. but, ok, this is a bit crazy
The ability to create save and load colour swatches (?¿) would be welcome.
The ability to ‘import Blender’ from any Python script. - (Not possible without major changes)
Premade animation armatures, rag doll templates
Rejected (Stuff we dont want)
direct support for Gimp/XCF files Non standard format, gimp should support OpenEXR or Similar
Editor to manage múltiple light baquíng etc, light manager? Just use layers or a new scene and link in the objets you want to bake
Better mesh exporting API. The current one doesn’t keep vertex sharing and thus produces over bloated mesh data.
make fbx exporter worque on macbooque pros
exporter defaults get saved with ctrl+u
export to direct x
working collada exporter that does more than static meshes
exporter for w3d
like helping the author of the b3d plugin with lightmaps export, or provide lightmaps export in other formats, but hopefully the most used. Luckily, there are always formats that tend to be most used (md5, b3d, x, md3, md2, OBJ, ASE, FBX, collada ) like I have seen many engines and tools already importing lightmapped levels in *.b3d format.
import and export script for MicroStation (.DGN).
Better import of Collada and FBX formats in Blender (with armature animation)
custom object properties support for the fbx exporter
instancing support for the fbx exporter
better integration with yarfay, shaders, particles - final gathering/global ilumination based on photons maps
improve opengl preview
background images assined independently to 6 ortho views
easy way to demo (and edit) glsl and hlsl shaders
Blender Game Engine
logic brik improvement
better message brik
near sensor is buggy
logic bricks fixed (generic logic bricks stuff)
ipo actuator needs worque
velocity collision controller
BGE api incredibly awkward
More sensors and actuators (with some IA blocs for example)
Possibility to use more complex tree of logic blocs (sensors => controlers > sensors > controlers > actuators > controlers > sensors > ….)
when it comes to BGE is that we have to revert to old versións of concepts in order for it to worque in BGE. It’d be great if things like the armature or subsurf modifier worked in game engine on the fly without having to convert it to the old, dirty way.
Things We Already Have (in current versión or in svn or at least planned)
An option to automatically generate a heightmap from a plane.
UV editing in Edit Mode
Repeat textures outside the 0..1 area in the uv-editor. (helpful for mapping tiled textures)
baquíng appróximate ambient occlusion
The ability to export double sided poly’s (for grass planes and leaves etc) would be a godsend
make it so geometry or empties can link to python scripts
cross platform viewer
set smooth/solid working on certain edges/faces
smooth groupsí –> edge split modifier is the solution they say
easier ways of setting edges smoothness/hardness -> fast and interactive
Easier ways of setting edges smoothness/hardness.. it must be fast and interactive. (yes yes you can use the clunky modifier thing but it’s clunky.. and slow.. pls don’t get offended)
My two biggest problems were tools like smoothing groups, hard/software edges, etc. I believe Blender now has this, but it doesn’t seem to be hooked into any export thing.
scripts per object
headless-less mode for running scripts and do batch conversión, having the interface pop-up can get a little annoying when doing command line stuff (Xnest helps somewhat).
easily search for any game object, asset or script, and reuse with simple drag and drop.
built in shaders and fx to drag and drop
lasso selection in the UV editor
Non-uniform scale in the uv editor
Weld selected vértices if the distance between them lies within a certain threshold
DDS support (Note, no support for loading compressed textures into OpenGL memory or cubemaps), they worque like other images.
Only do heat-weighting on visible bone (or something similar) WKey when in Pose and Weight Paint mode
A Thicken tool. See Mesh Scripts menú
A better decimate tool, that keeps UV’s intact and has enough decency to keep a good mesh flow See Mesh Scripts, should be converted to a modifier
Postponed For Blender 2.5
Custom hot keys
integrate scripting in core ui
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