[Bf-committers] SOC Project Ideas?

Martin Poirier theeth at yahoo.com
Thu Apr 20 02:55:19 CEST 2006



--- Jean Montambeault <iaminnocent at videotron.ca>
wrote:

> You already have and answer from the others :
> absolute snapping to the 
> grid (Alexander), snapping to geometry could become
> extremely 
> sophisticated, like snapping to the verts of a
> temporary 'subdivide 
> multi'. Since Theeth already stated in this mailing
> list that snapping 
> was his first priority hopefully he'll say his word
> on the subject not 
> to turn this into a feature request discussion
> thread but to see if he 
> could use some help/mentor one or more related
> projects.

As far as snapping is concerned, my plans is to make
it the first proof of concept of the pipeline
architecture idea I've been toying with for a couple
of months now (turning it around over and over on
paper/head). I haven't mentioned this to a lot of
people officially but just think of a system where
powerfull manipulation tools are built from smaller
building blocks, reusable and reconnectable. (that's
the main driving idea, I hope people will forgive me
for not going on with more details, but I'd rather not
give people too much hopes for something that's barely
embryonic).

Anyway, (sorry for the big slightly off topic
introduction) as far as snap tools are concerned, that
means the following: 

- I'm not against Alexander/other people offering
patches but I'll most likely not just apply and commit
(mainly because I like to keep some "greater transform
design ideas" in mind which others might have
bypassed/know nothing about)

- If people want to offer help (code design ideas,
grunt code work, ...), it is always most welcomed.

- Anyone who has UI ideas/issues can offer them (not
limited to snap, obviously).


As far as SoC is concerned, what might make a good
project is extending the current transform system to
support all the other 2D transforms (UV window was
already done by Bretch). That means IPO, Sequencer,
Action, Node, ... This isn't a small piece of work and
would require a good understanding of many different
parts of Blender, so not for the faint of heart.


I think I forgot something, but I can't remember what.

regards,
Martin


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