My Suggestions for Blender 2.5

General discussion about the development of the open source Blender

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anthoni_c
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Joined: Wed Mar 14, 2007 5:45 pm

My Suggestions for Blender 2.5

Post by anthoni_c » Mon Feb 18, 2008 3:07 pm

One suggestion is where the user can press a macro that allows them to access whole other sets of macros. For example, if some artist made a set of
macros for modeling and a whole set for texturing; they could just press F9 or something, and a Modo style radial menu would pop up showing the macro sets you made.

Another, is a visual scripting tool as used by the Unreal Engine such as Kimset. This would make it easier for Artist with little coding experience to create plug-in's and tools for blender. This would be fairly easy to set up using blenders node system.


Screenshot of Kimset:
http://unrealtechnology.com/media/banne ... ismet2.jpg

Mykre
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Joined: Tue Nov 28, 2006 10:00 pm

Post by Mykre » Sun Mar 02, 2008 10:07 pm

One thing that I would like to see in future versions of Blender is Better Material Management. I am a Max User who is starting to do a lot more in Blender and I would really like to see some sort of Material System like the one found in Max. Mainly the ability to have a Material Library that you can use to manage your collection of Materials.

jesterKing
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Joined: Fri Oct 18, 2002 12:48 pm
Location: Finland

Re: My Suggestions for Blender 2.5

Post by jesterKing » Mon Mar 03, 2008 12:09 am

anthoni_c wrote:One suggestion is where the user can press a macro that allows them to access whole other sets of macros. For example, if some artist made a set of
macros for modeling and a whole set for texturing; they could just press F9 or something, and a Modo style radial menu would pop up showing the macro sets you made.
You'll be pleased to learn, that one of the goals for the event rewrite for Blender 2.5 is having a macro and recording system.
anthoni_c wrote: Another, is a visual scripting tool as used by the Unreal Engine such as Kimset. This would make it easier for Artist with little coding experience to create plug-in's and tools for blender. This would be fairly easy to set up using blenders node system.

Screenshot of Kimset:
http://unrealtechnology.com/media/banne ... ismet2.jpg
Also, with the rewrite, and after, the node system will very likely be extended to make something like "Visual Python" possible, ie. visual scripting.

/Nathan

harmonic
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Joined: Wed Mar 05, 2008 9:15 pm

Post by harmonic » Wed Mar 05, 2008 10:05 pm

I suggest these great implementations...

1)New Object_Manager (outliner) with "Tags" for any function... like Cinema4D!!!
This allow to find any tool istantaneusly under control by a contestual menu (Atribute manager) just only with a click over the"tag" in outliner....

2)Node based programming like Xpresso (Cinema4D): add relationship between objects without programming any code... (math.. boleans... logic... etc.) any parameter of any tool&object should be parametrize by node editor!!


For some examples look at this page ;)

http://library.creativecow.net/articles ... Presso.php


And a GREAT Xpresso site...


http://www.base80.com/
Last edited by harmonic on Sun Mar 09, 2008 11:52 am, edited 1 time in total.

harmonic
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Post by harmonic » Sun Mar 09, 2008 11:22 am

Hi guys :)

Let's take a look also at this page for other examples of "object manager"--&--"atribute manager" and to take some inspiration from this luxury and EASY interface!!! :shock: :wink:

http://images.google.it/images?hl=it&q= ... a=N&tab=wi

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