[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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