Current projects + todo + release schedule

General discussion about the development of the open source Blender

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ton
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Current projects + todo + release schedule

Post by ton » Tue May 03, 2005 3:56 pm

Hi all,

Below the overview of "current projects", with todo items.
Proposed is doing a cvs-freeze (Bcon-4) in 1 or 2 weeks, release itself 10 days after.

For everyone; the "new" points below are the areas we can use testing for. And cool sample files where appropriate!

(Also posted on main developers mailing list, thought would be nice to copy it here for all)

---------> Render

New:
- Transparency filter
- Threading
- FBuf
- Ortho render
- Bump map fixes

Todo:
- Try to get ray-traced image filter fixed (Ton)
- OpenEXR still feasible? Kent?

--------> New Transform

New:
- complete system was redesigned & developed
- more elaborate constraint access with MMB
- same for hotkeys X, Y, Z
- planar constraints (SHIFT+)
- proportional mode: "only connected"
- more proportional types (sphere, linear, ...)

Todo:
- Mirror menu still uses old transform code (Martin?)
- Externally setting local constraints for pulldowns (Martin)
- Negative scale bug (Martin)
- restore old style constraint line drawing (done)
- theme colors to adjust XYZ colors (Ton will check)
- Icon and button for new PET (done)

--------> 3D Manipulator Widgets

New:
- could be added thanks to transform recode
- Option in header (hand icon) enables widgets for translate/rotate/scale
- offers global/local and normal alignment
- hold SHIFT for planar constraint
- hotkeys CTRL+SPACE, ALT+SPACE

Todo:
- hotkey access is still not as nice as it could be. Probably would need cleanup of entire global hotkey list
- Icons in header are a bit ugly. Replaced with simpler shapes for now.

--------> Softbody

New:
- each object type (now Mesh, Lattice implemented) can become softbody
- works with particle force fields & deflectors

Todo:
- Baking (done)
- docs & demos!

--------> Dependency Graph

New:
- code added to solve dependency issues in our animation/relation system
- now used for pre-sorting base-list (Scene object list) to define order of calculations

Todo:
- make higher level API for Blender to talk to dep graph
- include in Transform
- use it to calculate object matrices and deforms

(todos might be no release target...)

--------> New Subsurf

New:
- faster subdivision susrface code, including incremental updates
- improved crease support
- full recode of Mesh drawing methods

Future ideas:
- integrated modifier stacks
- adaptive display for render
- LOD
- lower resolution in octree for speedup

--------> GUI stuff

New:
- a lot of work going on in Tuhupuu3 still

Todo:
- Most Tuhopuu work, including lamp drawstyles, moved to other release?
- Timeline is appreciated a lot, could be moved over, in own spacetype. (Ton)

--------> Mesh tools

Todo:
- Subdivide recode? (Johnny)
- Loop operations recode? (Tom)
- patch for immediate extrude? (Ton reviews)


--------> Post-production effect: ZBlur

New:
- it's the zblur sequence plugin, tied to render output itself
- functionality highly limited... antialias & blur errors by implementation

Todos:
- put zmin & focus clue in camera draw limits?
- docs, sample filess + tutos to show usage and limitations
- Add a straight 'blur' itself as posteffect, so you can overlay scenes
- Ipos on all of this...

(Latter 2 todos might not make it)

--------> Python

New:
- Text3d module (Joilnen, still working on it)
- On-load script setting (Willian)
- New scripts bundled in, VRML/XML? (Willian)

Todo:
- Space-scripts concept (Willian), might be next release

--------> Texteditor

Todo:
- bracket matching needs theme color decision
- syntax color patch

(Rick (antihc3) will make patch, Ton checks)

--------> New .B.blend

Todo:
- default lamp has weird clip start/end for spot shadow
- general re-check of standard color conventions (Matt?)
- add as extra the orange theme?
- manipulators on?


-Ton-

OTO
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Post by OTO » Tue May 03, 2005 5:25 pm

Hello

all this is great!! Thank you! But ( yes, there's always one but) not even
one little line about the Game engine?! :

Is coding for the game engine very hard or not interesting....?

SamAdam
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Post by SamAdam » Tue May 03, 2005 10:55 pm

very nice work.

this is quite reassuring. I see everything i noticed in there.

Now I can stop complaining.

thank you.!

mjordan
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Post by mjordan » Wed May 04, 2005 2:50 pm

What about FTGL integration into the build process?
Actually FTGL (bFTGL) in blender/extern/bFTGL has to be manually configured/installed before international support can be compiled in. And this is not even documented. The main README file is out of dated too.
Regards,
Renato Perini
-
You can't live with women, you can't live without women.
Fuzzy logic example.

SirDude
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Post by SirDude » Wed May 04, 2005 2:58 pm

Hi mjordan,

I'm assuming your talking about scons and bFTGL?

Try patching your blender with the following patch:
http://projects.blender.org/tracker/ind ... 9&atid=127

I don't actually have blender building with scons on my systems so
if you could test it out and send me an email with results we can get
this tested and working.

Thanks.

(my email is mein@cs.umn.edu)

mjordan
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Post by mjordan » Wed May 04, 2005 4:22 pm

SirDude wrote:Hi mjordan,

I'm assuming your talking about scons and bFTGL?

Try patching your blender with the following patch:
http://projects.blender.org/tracker/ind ... 9&atid=127

I don't actually have blender building with scons on my systems so
if you could test it out and send me an email with results we can get
this tested and working.

Thanks.

(my email is mein@cs.umn.edu)
Yes. This is *exactly* what I was asking for. I'm going to give your patch a try. I'll email you as soon as I get things working/tested.
Regards,
Renato Perini
-
You can't live with women, you can't live without women.
Fuzzy logic example.

mjordan
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Joined: Tue Nov 23, 2004 3:33 pm

Post by mjordan » Wed May 04, 2005 4:51 pm

SirDude wrote:Hi mjordan,

I'm assuming your talking about scons and bFTGL?

Try patching your blender with the following patch:
http://projects.blender.org/tracker/ind ... 9&atid=127

I don't actually have blender building with scons on my systems so
if you could test it out and send me an email with results we can get
this tested and working.

Thanks.

(my email is mein@cs.umn.edu)
You have mail
Regards,
Renato Perini
-
You can't live with women, you can't live without women.
Fuzzy logic example.

dsp_418
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Joined: Wed Jan 12, 2005 2:29 pm

Post by dsp_418 » Wed May 04, 2005 5:37 pm

Any chance to animate the parameters of the scripts in a next release?

gabio
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Post by gabio » Wed May 04, 2005 6:05 pm

dsp_418 wrote:Any chance to animate the parameters of the scripts in a next release?
if you'r talking about python script, you can already do so. it's just no very simple to find.
Now that we have acces to ipo curve, you can put your value on one of the ipo channel of an empty, and read the value of the ipo on each frame. Most probably you would want to animate these value when your script is linked to scene on a framechange event...

dsp_418
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Joined: Wed Jan 12, 2005 2:29 pm

Post by dsp_418 » Wed May 04, 2005 6:32 pm

thanks for the reply gabio,
just wanted this:
"It would be cool to animate parametric values in a script. For example, take the L-System: you could make it growing simply modifying values. Or ANT script, to make the landscape animating. The same for Discombulator, extruding faces from 0 to ... N. "

Pierre-Luc_Auclair
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Post by Pierre-Luc_Auclair » Wed May 04, 2005 9:08 pm

Sorry to be an ass and hijack the discussion, but maybe for once it'll be heard.

Could you please add the Two Sided surface drawing mode of UV Face Select Mode to Edit Mode, and properly rename the Double Sided surface type to Backface Lighthing.

I'm sure it's not hard to do, please add this.

kxs
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Location: Poland

Post by kxs » Wed May 04, 2005 9:25 pm

Is there any chance of adding the "change shadow color" option in the 2.37 release? I`m not a coder so not so sure, but maybe it is not so hard to do that.

kxs
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Location: Poland

Post by kxs » Wed May 04, 2005 10:07 pm

Does it normal that Hemi casts shadow? Try this in the default scene with cube:
-add plane under the cube
-add new material to the plane
-in the material, in Mirror Transp turn on Only Shadow
-select lamp
-turn on Ray Shadow (important!)
-then change the lamp type to Hemi
-render

tada! Hemi with shadow.
Is this a bug? I thought Hemi doesn`t have one. You can turn off the shadow by selecting spot or Sun, turning off shadow and selecting Hemi again.

Tried this on 2.36 and the latest 2.37 testing build on linux.

kxs
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Location: Poland

Post by kxs » Fri May 06, 2005 10:51 pm

whoa! One thing you must repair:
when you selct few vertices in Edit Mode, hit TAB and again TAB to go back to Edit Mode, some vertices are unselected. Try it with more complicated objects, `cause cube, for example, works fine

lukep
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Post by lukep » Fri May 06, 2005 11:18 pm

kxs wrote:Does it normal that Hemi casts shadow? Try this in the default scene with cube:

tada! Hemi with shadow.
Is this a bug? I thought Hemi doesn`t have one. You can turn off the shadow by selecting spot or Sun, turning off shadow and selecting Hemi again.

Tried this on 2.36 and the latest 2.37 testing build on linux.
Ray shadows are available with *all* lamps

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