<div dir="ltr"><span style="font-family:arial,sans-serif;font-size:13px">Hello, my name is Josh and I really love Blender. I have been using it for a while now and I simply adore it. However, I would like to see a few improvements with the logic editor for making games. I am not very familiar with Python so I primarily use the Logic Editor to make games. In the </span><b style="font-family:arial,sans-serif;font-size:13px">Motion Actuator</b><span style="font-family:arial,sans-serif;font-size:13px"> you can set the speed of the motion and rotation with a number value. However I would like to be able to use a variable (Game Property) so the speed can change automatically with that property.</span><div style="font-family:arial,sans-serif;font-size:13px"><br></div><div style="font-family:arial,sans-serif;font-size:13px">I would Love to also see a few new Logic Node Sensors and Actuators.</div><div style="font-family:arial,sans-serif;font-size:13px"><br></div><div style="font-family:arial,sans-serif;font-size:13px">First, a "<b>Velocity Sensor</b>" a sensor that can sense the velocity of an object.It would be useful to tell if a character has fallen a great distance"so,that his health can be damaged."</div><div style="font-family:arial,sans-serif;font-size:13px"><br></div><div style="font-family:arial,sans-serif;font-size:13px">Second, a "<b>Location Actuator" </b>an actuator that will send an object to a location. The Motion Actuator is Good but, not useful for "teleporting" or "spawning". It should also have the ability to copy the location of an other object (similar to the "track to" option).</div><div style="font-family:arial,sans-serif;font-size:13px"><br></div><div style="font-family:arial,sans-serif;font-size:13px">Thank you for your taking the time to read my email.I REALLY love blender and think it is one of the coolest programs available on the internet.</div><div style="font-family:arial,sans-serif;font-size:13px"><br></div><div style="font-family:arial,sans-serif;font-size:13px"><br></div><div style="font-family:arial,sans-serif;font-size:13px">From your loyal Blender Enthusiast,</div><div style="font-family:arial,sans-serif;font-size:13px">Josh </div></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Nov 5, 2014 at 6:25 AM, Michael Knubben <span dir="ltr"><<a href="mailto:michaelknubben@gmail.com" target="_blank">michaelknubben@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">I agree that multi-editing on more than just UV's would be a fantastic feature (applying materials or adjusting modifiers on multiple models, for instance), but we'd have to hear from the developers whether that's on the table at all. Is this something that you're thinking about? What are the issues standing in its way, and are you considering tackling them at all?<br></div><div class="gmail_extra"><br clear="all"><div><div><a href="http://flickr.com/photos/michaelknubben/" target="_blank">http://flickr.com/photos/michaelknubben/</a></div></div><div><div class="h5">
<br><div class="gmail_quote">On Wed, Nov 5, 2014 at 1:16 PM, Przemyslaw Golab <span dir="ltr"><<a href="mailto:golab.przemyslaw@gmail.com" target="_blank">golab.przemyslaw@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I also think that "Multi-object UV editing" should be extended to not<br>
only UV but broader multi edit, like in other 3D packages. It's one of<br>
the biggest problems in Blender, but if not possible UVs should get #1<br>
priority for multi edit.<br>
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