[Bf-committers] The Future of Blender Projects WAS meeting notes

Patrick Shirkey pshirkey at boosthardware.com
Mon Jun 18 09:38:48 CEST 2012


On Mon, June 18, 2012 8:55 am, Campbell Barton wrote:
> @Patrick Shirkey,
> please don't request specific features on this thread - this has the
> effect of turning all planning threads into wish-lists which active
> devs tend to skip reading & not take so seriously.
>
> This is a developer list - if you want some specific engine or one
> feature back from 2.4x you can code it right?
>

Of course.

>
> What you _could_ suggest is an api for game engines to be more easily
> integrated - so adding engine support worked better (something Apricot
> project was supposed to resolve but didn't really).
>

I was attempting to make the point that the whole process of exporting a
model with an active rig is not obvious. I used cube/iqm as an example but
I think it applies across the board. It seems to be an interface/usability
issue. From my research it also seems that it is a low priority for
developers but I think it would be a very powerful project to have some
renewed focus on as blender could be used to spit out whole armies in
batch mode. In that regard I am more than willing to discuss some possible
improvements but I am not sure that this list is the correct place to
discuss such interface issues.

An API to integrate games engines more effectively is definitely a good
thing(tm). Perhaps they go hand in hand?


--
Patrick Shirkey
Boost Hardware Ltd


> On Mon, Jun 18, 2012 at 7:09 AM, Patrick Shirkey
> <pshirkey at boosthardware.com> wrote:
>> On Mon, June 18, 2012 3:16 am, Nahuel Belich wrote:
>>> Big plus for those two 1++
>>> some deep interaction of the dynamic sistems and particles will be
>>> aprecieted by a great plart of the comunity. Did someone check
>>> on http://physbam.stanford.edu/  i didn`t find any info about license
>>> so
>>> im not sure if this package would be usefull at all
>>> An other imoprtant thing its an asset manager, how to keep track on
>>> every
>>> asset material, texture, link, etc  purge unused data blocks it would
>>> be
>>> usefull to.
>>>
>>>
>>
>>
>> I would like to see more work done to integrate blender with cube
>> engine.
>> Specifically exporting fully rigged models with the basic set of
>> movements
>>  defined. Perhaps that is a usability issue but it is currently a very
>> difficult procedure and I have been using blender for a few years.
>>
>> I recently attempted that with the Big Buck Bunny models and it was a
>> very
>> painful process.
>>
>>
>> --
>> Patrick Shirkey
>> Boost Hardware Ltd
>>
>>
>>
>>>
>>>
>>> ________________________________
>>>  De: Gianmichele Mariani <g.mariani at liquidnet.it>
>>> Para: bf-blender developers <bf-committers at blender.org>
>>> Enviado: domingo, 17 de junio de 2012 21:10
>>> Asunto: Re: [Bf-committers] The Future of Blender Projects WAS meeting
>>> notes
>>>
>>> Main focus for 2.7/.8 series? A full dependency graph for sure.
>>> Possibly
>>> bring more nodes into the core of blender (particles, rigging, fx)
>>>
>>>
>>>
>>>
>>> On Mon, Jun 18, 2012 at 12:48 AM, Mike Belanger
>>> <mikejamesbelanger at gmail.com
>>>> wrote:
>>>
>>>> I'm really happy about the last few years of Blender development. 
>>>> But I
>>>> sort of miss the built-like-a-tank stability of 2.4x series.  It'd be
>>>> nice
>>>> to focus on stability, bug-fixes for a while.
>>>>
>>>> I know that isn't as cool as an open-project though :P
>>>>
>>>> Mike
>>>> On 2012-06-17, at 7:33 PM, Knapp wrote:
>>>>
>>>> >> - Ton also invites people to think of post 2.6 projects. A special
>>>> focus for 2.7x and 2.8x? Suggestion: in all of 2013, BF focus on
>>>> Blender
>>>> itself (no open movies!).
>>>> >>
>>>> >
>>>> > Could you enplane this a bit more?
>>>> >
>>>> > IMO VERY HO
>>>> > I would like to see a project that pushes fog, clouds, sea, smoke
>>>> and
>>>> > water effects and unifies them. Perhaps a classic Greek / Roman
>>>> > sailing adventure?
>>>> > Integration of Particles and Array mods could use some work.
>>>> > --
>>>> > Douglas E Knapp
>>>> >
>>>> > Creative Commons Film Group, Helping people make open source movies
>>>> > with open source software!
>>>> > http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
>>>> >
>>>> > Massage in Gelsenkirchen-Buer:
>>>> > http://douglas.bespin.org/tcm/ztab1.htm
>>>> > Please link to me and trade links with me!
>>>> >
>>>> > Open Source Sci-Fi mmoRPG Game project.
>>>> > http://sf-journey-creations.wikispot.org/Front_Page
>>>> > http://code.google.com/p/perspectiveproject/
>>>> > _______________________________________________
>>>> > Bf-committers mailing list
>>>> > Bf-committers at blender.org
>>>> > http://lists.blender.org/mailman/listinfo/bf-committers
>>>>
>>>> _______________________________________________
>>>> Bf-committers mailing list
>>>> Bf-committers at blender.org
>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>>
>>
>> --
>> Patrick Shirkey
>> Boost Hardware Ltd
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>
>
>
> --
> - Campbell
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


--
Patrick Shirkey
Boost Hardware Ltd


More information about the Bf-committers mailing list