[Bf-committers] Fwd: Digital Graphics news & requierement
Ton Roosendaal
ton at blender.org
Wed Feb 14 17:48:26 CET 2007
Hi dev team,
I don't often forward feature requests (or compliments even!).
Find below a reaction and feedback from a Belgian 3d special effect
studio, long term Blender users and great artists.
Thanks,
-Ton-
Begin forwarded message:
> Date: 13 February, 2007 15:16:08 GMT+01:00
> Subject: Digital Graphics news & requierement
>
> Hi Ton,
>
> Some excellent new tools and features in blender 2.43! Thanks a lot
> for the great Blender job.
> Actually, we work on a new Belgian Production and you can find some
> reflexions below by Iwan who work on this production.
> Hope we can meet you nearly.
>
> Regards,
> Serge
> ---------------------------------------
>
>
> We are currently using the sculpt-tools to make our character creation
> pipeline better and easier.
>
> It helps out in creating :
> • Displacement
> • Shapekeys
> • Levels of Detail
> The workflow for this is pretty sweet as is except for a few points.
> They are mostly about integrating the sculpt-tools with other blender
> procedures.
> • Animation/Armatures
> • Shape keys
> • Scripts
> This is probably something that is already on the todo list and part
> of your longer term blender development plan.
>
> We would love to see sculpt as an integral part of creating blender
> characters and have a few sculpt related requests, from immediate
> (hands on) to more long term (strategic) :
> 1 Being able to use sculpt together with pose mode.
> Currenlty sculpt mode references the mesh as it exists in edit mode.
> It would be nice to have an xtra button under the multires modifier
> that works in the same way as the armature modifier button to :
>
> “apply modifier to editing cage during editmode”
> That way edit mode would temporarily update to it’s pose mode state.
> 2 Integrate sculptmode with shapes to allow us to interactively
> create and change shapes.
> 3 Multires to be combined with subsurf .
> Rig, skin and animate your model on lowest multires level and model
> hi-frequency detail and render on higher levels.
> It would also make the use of displacement maps a choice instead of a
> necessity.
>
> Thanks again for providing us with an amazing (and ever growing)
> open-source 3D platform to work in and looking forward to what’s
> ahead.
>
> Iwan Peter Scheer
>
> --
> Serge Umé
> Project Manager
>
> DIGITAL GRAPHICS SA
> 47/11, rue de l'abbaye
> B4432 ALLEUR
> Belgium
> tel +32 4 247 29 01
> fax +32 4 247 13 17
> serge.ume at digitalgraphics.be
> www.digitalgraphics.be
------------------------------------------------------------------------
--
Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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