Fair enough. The (At all) section threw me off then. Haha.<br><br><br><br><div class="gmail_quote">On Sun, Dec 28, 2008 at 10:27 AM, bassam <span dir="ltr"><<a href="mailto:bkurdali@freefactory.org">bkurdali@freefactory.org</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">I think it's just rejected as a target for 2.5, not in toto, because 2.5<br>
has to limit it's goals to be doable.<br>
however, after the 2.5 target is complete, will be the right time to<br>
implement such ideas, because 2.5 has several base improvements<br>
(depgraph, everything is animatable, saner code) that makes this more<br>
possible than before.<br>
<div><div></div><div class="Wj3C7c"><br>
On Sun, 2008-12-28 at 10:19 +1100, Tim Suess wrote:<br>
> It looks like this sort of system has been looked at and rejected.<br>
><br>
> If you have a look at the focus page ( see here:<br>
> <a href="http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Focus" target="_blank">http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Focus</a> )<br>
><br>
> Not targets (at all)<br>
> * Redesign Blender's internal DataBase or data handling.<br>
> * A complete new updated animation system<br>
> * The Render-export API<br>
> * Making everything Nodes, Node-tool trees, or Node-Modifier<br>
> trees.<br>
> * Allowing Blender to become configured like Maya, 3D Max, etc.<br>
> You can try of course, but our focus remains on Blender<br>
> artists, and giving them the best 3D tool possible.<br>
> But you never know, this is just the focus for 2.5. Although i do get<br>
> the feeling that this idea was completely rejected.<br>
><br>
> not to burst your bubble or anything.<br>
><br>
><br>
> On Sun, Dec 28, 2008 at 10:13 AM, Michael Crawford <<a href="mailto:psyborgue@mac.com">psyborgue@mac.com</a>><br>
> wrote:<br>
> In Maya, nodes can be used for everything, not just shading.<br>
> It would<br>
> be great if in blender, modifiers could become node-based. At<br>
> the<br>
> beginning and end of the graph there would be a "mesh in" node<br>
> with<br>
> one output per shape key (perhaps some for v.groups) and one<br>
> "mesh<br>
> out" node with similar connections. In between, users could<br>
> be free<br>
> to add as many modifiers as they want, even blending between<br>
> results<br>
> using, for example, an average or "blender" node.<br>
><br>
> The advantage of this is it would get rid of the limitations<br>
> of a<br>
> linear modification stack. Even with multi-modifiers, it's not<br>
> nearly<br>
> as clear or as user friendly as a node based system.<br>
><br>
> In addition, it would also be nice if node attributes were<br>
> animate-able.<br>
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><br>
><br>
><br>
> --<br>
> "...television in the main is being used to distract, delude, amuse<br>
> and insulate us..." -- An excerpt of EDWARD R. MURROW's speech on the<br>
> hidden agenda of TV.<br>
><br>
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</div></div></blockquote></div><br><br clear="all"><br>-- <br>"...television in the main is being used to distract, delude, amuse and insulate us..." -- An excerpt of EDWARD R. MURROW's speech on the hidden agenda of TV.<br>
<br><a href="http://gustavthemushroom.deviantart.com">http://gustavthemushroom.deviantart.com</a>. (My art site/portfolio)<br>